










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Class: Spellweaver 1.7.4Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Bikini Colors 1.7.0Modifies the Customize section of the character creation dialog to provide several color options under the "Special | Bikini / Mankini" section. Frequently Asked Questions: Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Skeletal Lichform 1.6.0Makes Lichform turn you into a skeleton and not a baconman. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Doomelf |
| Class | Cultist of Entropy |
| Level / Exp | 12 / 50% |
| Size | medium |
| Lifes / Deaths | Killed by Xeranor the copperhead snake at level 10 on the 9th Mirth 122nd year of Ascendancy at 10:01 0 / 5Killed by Bill the Stone Troll at level 12 on the 10th Mirth 122nd year of Ascendancy at 15:29 Killed by Poluwen the armoured skeleton warrior at level 12 on the 1st Summertide 122nd year of Ascendancy at 07:37 Killed by Poryba the armoured skeleton warrior at level 12 on the 1st Summertide 122nd year of Ascendancy at 21:47 Killed by Poryba the armoured skeleton warrior at level 12 on the 1st Summertide 122nd year of Ascendancy at 23:15 |
Primary Stats
| Strength | 8 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 26 (base 25) |
| Magic | 45 (base 37) |
| Willpower | 14 (base 10) |
| Cunning | 17 (base 13) |
Resources
| Life | -6/404 |
| Insanity | 68/100 |
| Healing Factor | 1.2416586254954 |
| Regeneration | 1.3037415567702 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 16 |
| Accuracy | 7 |
| Crit Chance | 5% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +37% |
| Cold | +10% |
| All | 0% |
Offense: Damage Penetration
| Cold | +8% |
| Acid | +15% |
Defense: Base
| Armour (hardiness) | 16.788475035824 (30%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 1 |
| Physical Save | 26 |
| Spell Save | 20 |
| Mental Save | 16 |
Defense: Resistances
| Darkness | + 48%( 70%) |
| Temporal | + 13%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 21%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
Inscriptions (3/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Demented / Madness | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Demented / Nether | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Void | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Calamity | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Demented / Beyond sanity | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Doom | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You failed to protect the injured seer from death by Adybeth the cave troll. Escort: injured seer (level 3 of Trollmire) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed electric eel tail. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +1 A pair of boots made of leather. |
| Light source | brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +40.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Gydama the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Cun offense ------ Critical power +5.00% Mindpower +5 (+3 eff.) defense ------ Armor +1 Fatigue +1% Physical save +11 (+6 eff.) Mind save +3 (+3 eff.) A cap made of leather. |
| Tool | elm wand of lightning storm [power 116] (3/15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Ce'Neriwe the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Dex offense ------ Damage +11% darkness defense ------ Resistance +22% darkness +6% temporal Physical save +3 (+2 eff.) Rings make your fingers look great! |
| On fingers | copper ring of darkness (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +11% darkness defense ------ Resistance +22% darkness Rings make your fingers look great! |
| Around waist | rough leather belt 'Eilinydann'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ When Hit 4 temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +5% arcane Physical save +3 (+2 eff.) Mind save +3 (+3 eff.) Life +60.00 Life Regen +0.80 Healmod +11% A belt that goes around your waist. |
| In main hand | cruel ash bonestaff of illumination (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Ego] Nature/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +10.00% Spellpower +6 (+2 eff.) Damage +15% darkness defense ------ Defense +6 (+3 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 63.88 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Unarmed combat: Weapon Damage 7.5 - 8.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+6 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
| Cloak | linen cloak 'Xaniwe' (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Mind Crit +3% Mindpower +10 (+5 eff.) Ignore resists +15% acid When Hit 2 acid defense ------ Defense +7 (+4 eff.) Physical save +5 (+3 eff.) Life +60.00 Confus Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet of willpower (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil Amulets make your neck look great! |
Inventory
marksman's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Dex offense ------ Accuracy +4 (+4 eff.) defense ------ Mind save +5 (+4 eff.) Confus Resist +24% Rings make your fingers look great! |
Brandmire0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Dex +3 Mag +1 Wil +7 Cun offense ------ Spellpower +6 (+2 eff.) Ignore resists +5% mind Accuracy +6 (+6 eff.) defense ------ Silence Resist +28% other ------- Mana/turn +0.11 Max hate +4.00 Max psi +20.00 Rings make your fingers look great! |
Zeryrogar the elm bonestaff (10-12 power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +1 Str offense ------ Spell Crit +7% Critical power +11.00% Spellpower +3 (+1 eff.) Damage +10% darkness defense ------ Armor +2 Resistance +6% temporal +3% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff of illumination (10-12 power, 2 apr, blight element)5.0 Encumbrance T1 staff 2H weapon [Ego] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% blight defense ------ Defense +6 (+3 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 86.03 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
arcing short ash starstaff of warding (15-18 power, 3 apr, darkness element)3.0 Encumbrance T2 staff 1H weapon [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 66 damage While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% darkness defense ------ Armor +5 Defense +4 (+2 eff.) other ------- Wards +2 darkness Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff of illumination (15-18 power, 3 apr, light element)5.0 Encumbrance T2 staff 2H weapon [Ego] Nature Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% light defense ------ Defense +6 (+3 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 86.03 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
flaming iron longsword of vileness (12-18 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon Reqs Str 11 [Ego] Arcane Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +5 blight On-Hit, radius 1 +6 fire On Hit: * 7% chance to reduce strength, dexterity, and constitution by 20 Sharp, long, and deadly. |
creative mossy mindstar of balance (2-3 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +1% Critical power +5.00% Mindpower +2 (+1 eff.) defense ------ Physical save +2 (+1 eff.) Spell save +3 (+1 eff.) Mind save +3 (+3 eff.) other ------- EQ when Hit +0.70 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar 'Dairezilathad' (2-2 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature Weapon Damage 2.0 - 2.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) Damage +3% nature When Hit 10 mind defense ------ Resistance +3% blight +5% arcane Crit Resistance 10.00% Disease Resist +11% Confus Resist +10% Knockbk Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
swiftstrike steel steamgun4.0 Encumbrance T2 steamgun 1H weapon Reqs Dex 16 Shoot Steam Pool [Ego+] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +800% Uses 2.0 Steam While equipped: Stats +2 Cun offense ------ Combat Speed +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
pouch of dwarven-steel shots of vileness (17/17, 34-41 power, 3 apr)3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Ego] Arcane Weapon Damage 34.5 - 41.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 17 On-ranged-hit +7 blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 20 Shots are used with slings to pummel your foes to death. |
flaming iron shield (0 def, 2 armour, 8-10 power, 19 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training ,Str 11 [Ego] Nature When used to Attack: Weapon Damage 8.5 - 10.2 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.5% Block +19 On-Hit, radius 1 +10 fire While equipped: offense ------ On-Hit 5 fire When Hit 2 fire defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
Rags of the Sanctuary (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven cashmere robe of frost (+19%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Arcane/Nature While equipped: offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Damage +13% cold defense ------ Resistance +11% all +19% cold Spell save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
prismatic rough leather armour of acid resistance (3 def, 2 armour)9.0 Encumbrance T1 light armor Reqs Str 10 [Ego] Arcane/Master While equipped: defense ------ Armor +2 Defense +3 (+2 eff.) Fatigue +6% Resistance +15% acid +11% light +11% darkness A suit of armour made of leather. |
cured leather armour 'Arudas' (6 def, 6 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Critical power +5.00% defense ------ Armor +6 Defense +6 (+3 eff.) Fatigue +7% Resistance +6% acid +5% cold +9% lightning +7% physical Physical save +10 (+5 eff.) Mind save +15 (+9 eff.) other ------- Stamina/turn +1.00 Breathe water A suit of armour made of leather. |
prismatic steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego] Arcane While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +12% light +11% darkness A suit of armour made of mail. |
Samynaridas the Kilnfist (0 def, 7 armour)17.0 Encumbrance T1 massive armor Reqs - Massive armour training ,Str 22 [Rare] Master While equipped: Stats +1 Wil offense ------ Mind Crit +1% Mindpower +5 (+3 eff.) defense ------ Armor +7 Fatigue +22% Resistance +6% fire +6% physical Physical save +11 (+6 eff.) other ------- EQ when Hit +0.20 Max psi +10.00 A suit of armour made of metal plates. |
linen cloak 'Shimmerobeisance' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: defense ------ Defense +1 (+1 eff.) Resistance +3% lightning Spell save +6 (+3 eff.) Mind save +6 (+5 eff.) other ------- Max vim +10.00 Light +2 Infravision +1 See Invis +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Weepstreak' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +2 (+2 eff.) Mindpower +15 (+8 eff.) Damage +3% nature defense ------ Defense +1 (+1 eff.) Fatigue -3% Resistance +6% nature other ------- EQ when Hit +0.08 Hate-on-crit +1.00 Max psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Splendourworm' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Move Speed +25% Damage +3% arcane On-Hit (Melee): * 10% chance to reduce all saves and defense by 17 defense ------ Armor +1 Resistance +12% light +5% arcane A pair of boots made of leather. |
dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Ego] Master While equipped: Stats +2 Str offense ------ Physical Power +7 (+7 eff.) defense ------ Armor +2 Fatigue +3% Unarmed combat: Weapon Damage 24.5 - 34.3 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat 'Nimbuswasp' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +2 Str offense ------ Critical power +10.00% Damage +14% arcane +6% lightning Ignore Shields +10% defense ------ Defense +1 (+1 eff.) other ------- Max mana +15.00 A pointy cloth hat, very wizardly... |
Arunaribers the Corruptiondredge (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Wil offense ------ Mind Crit +4% Damage +6% acid +6% nature defense ------ Armor +1 Fatigue +1% Mind save +3 (+3 eff.) A cap made of leather. |
Zubunn the Floebutcher (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ Damage +9% cold When Hit 4 cold On-Hit (Melee): * 10% chance to reduce armor by 30% defense ------ Armor +1 Fatigue +1% Resistance +9% light +3% cold A cap made of leather. |
mindcaging rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego+] Psionic While equipped: defense ------ Armor +1 Fatigue +1% Resistance +10% mind Mind save +11 (+7 eff.) Confus Resist +21% A cap made of leather. |
Madig (0 def, 3 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Rare] Nature While equipped: Stats +3 Str offense ------ Mindpower +5 (+3 eff.) Ignore Armor +2 defense ------ Armor +3 Fatigue +5% Resistance +9% cold other ------- Stamina/turn +3.00 Max stamina +20.00 Max psi +30.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Thunderonslaught' (0 def, 3 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +3 Str offense ------ Ignore resists +5% lightning defense ------ Armor +3 Fatigue +5% Resistance +6% darkness +9% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Zubitta' (20 def, 3 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Rare] Nature While equipped: offense ------ Physical Power +10 (+10 eff.) Accuracy +5 (+5 eff.) Ignore Armor +2 defense ------ Armor +3 Defense +20 (+10 eff.) Fatigue +5% Unlife -60.00 life Life +20.00 other ------- Stamina when Hit +0.70 EQ when Hit +0.80 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Gunustir2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +1 Wil offense ------ Critical power +10.00% Ignore resists +5% mind When Hit 10 fire defense ------ Armor +2 Resistance +5% arcane +6% fire other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern of focus2.0 Encumbrance T1 lite [Ego] Arcane/Psionic While equipped: Stats +3 Wil offense ------ Damage +6% mind When Hit 11 fire defense ------ Resistance +6% fire other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
iron pickaxe (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Blizzardobsidian' (dig speed 40 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Physical Crit +1.0% Damage +15% cold +9% physical Ignore Armor +1 defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Frigidworth' (dig speed 19 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Damage +15% mind +9% cold Ignore resists +15% cold defense ------ Resistance +6% darkness +11% fire While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By Enn Tropi the Doomelf Cultist of Entropy level 6
77th Pyre 122nd year of Ascendancy at 16:16 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Enn Tropi the Doomelf Cultist of Entropy level 10
7th Mirth 122nd year of Ascendancy at 06:25 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Enn Tropi the Doomelf Cultist of Entropy level 9
5th Mirth 122nd year of Ascendancy at 12:35 see stats
Log
Enn Tropi looks a little pale around the edges.
Enn Tropi hits Poryba the armoured skeleton warrior for 70 light damage.
Enn Tropi hits Hallucination for 34 light damage.
Dark Whispers from Enn Tropi hits Poryba the armoured skeleton warrior for 39 darkness damage.
Enn Tropi loses 4 health to the entropy.
Talent Dark Whispers is ready to use.
Fatebreaker from Enn Tropi hits Poryba the armoured skeleton warrior for 12 temporal, 17 darkness (30 total damage).
Burning from Poryba the armoured skeleton warrior hits Enn Tropi for 0 fire damage.
Poryba the armoured skeleton warrior uses Block.
Enn Tropi casts Haste of the Doomed.
Enn Tropi is out of phase.
Enn Tropi casts Haste of the Doomed.
Dark Whispers from Enn Tropi hits Poryba the armoured skeleton warrior for (42 blocked), 0 darkness (0 total damage).
Enn Tropi loses 4 health to the entropy.
Enn Tropi stops burning.
Poryba the armoured skeleton warrior casts Flame.
Enn Tropi is on fire!
Poryba the armoured skeleton warrior hits Enn Tropi for 72 fire damage.
Poryba the armoured skeleton warrior hits Hallucination for 42 fire damage.
Enn Tropi casts Dark Whispers.
Your summoned hallucination disappears.
Enn Tropi's spell attains critical power!
Sanity Warp hits Poryba the armoured skeleton warrior for 42 darkness damage.
Dark Whispers from Enn Tropi hits Poryba the armoured skeleton warrior for 50 darkness damage.
Enn Tropi loses 4 health to the entropy.
Burning from Poryba the armoured skeleton warrior hits Enn Tropi for 24 fire damage.
Enn Tropi the level 12 doomelf cultist of entropy was boiled to death by Poryba the armoured skeleton warrior on level 1 of Ruins of Kor'Pul.





















































































