










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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. Improved line-wrapping logic thanks to Joerle! 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. 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: 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. 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:
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 Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: 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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Higher |
| Class | Doombringer |
| Level / Exp | 23 / 90% |
| Size | medium |
| Lifes / Deaths | Killed by Iviravena the bandit at level 6 on the 77th Pyre 122nd year of Ascendancy at 22:00 0 / 7Killed by Emuramina the degenerated skeleton warrior at level 13 on the 10th Dusk 122nd year of Ascendancy at 19:42 Killed by Belatta the black bear at level 14 on the 16th Dusk 122nd year of Ascendancy at 19:29 Killed by Veladhenne the black bear at level 17 on the 40th Dusk 122nd year of Ascendancy at 16:35 Killed by Polida the large white snake at level 19 on the 55th Dusk 122nd year of Ascendancy at 16:44 Killed by Adiba the rogue at level 20 on the 28th Haze 122nd year of Ascendancy at 14:56 Killed by ritch flamespitter at level 23 on the 38th Haze 122nd year of Ascendancy at 18:11 |
Primary Stats
| Strength | 64 (base 53) |
| Dexterity | 24 (base 10) |
| Constitution | 23 (base 14) |
| Magic | 74 (base 40) |
| Willpower | 22 (base 10) |
| Cunning | 20 (base 11) |
Resources
| Life | -60/692 |
| Stamina | 163/196 |
| Vim | 162/228 |
| Healing Factor | 1.1099022211821 |
| Regeneration | 3.6071822188419 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 3 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 105 |
| Accuracy | 50 |
| Crit Chance | 19% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 64 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Blight | +39% |
| Arcane | +12% |
| Cold | +3% |
| All | 0% |
| Darkness | +11% |
| Light | +9% |
| Temporal | +9% |
| Fire | +23% |
| Lightning | +6% |
Offense: Damage Penetration
| Blight | +5% |
| Arcane | +5% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 62.08934837382 (81.151787968034%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 12 |
| Physical Save | 34 |
| Spell Save | 29 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 11%( 70%) |
| Blight | + 10%( 70%) |
| Arcane | + 18%( 70%) |
| Cold | + 29%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 19%( 70%) |
| Light | + 16%( 70%) |
| Physical | + 12%( 70%) |
| Darkness | + 52%( 70%) |
| Fire | + 11%( 70%) |
| Mind | + 18%( 70%) |
Defense: Immunities
| Disarm Resistance | 30% |
| Stun Resistance | 26% |
| Blind Resistance | 38% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 454 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 84 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. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 197 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -439 life. The duration and life will increase by 1% for every 1% life you have lost (currently 915 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Torture | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Corruption / Fearfire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
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. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 skeleton mage skull. * You've found the needed sandworm tooth. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' 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 red crystal shard. * You've found the needed vial of wight ectoplasm. * You've found the needed black mamba head. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed electric eel tail. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed orc heart. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Urthudrandil the pair of iron boots (15 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Con offense ------ Physical Power +15 (+3 eff.) Mindpower +5 (+2 eff.) defense ------ Armor +3 Defense +15 (+8 eff.) Fatigue +2% Resistance +1% physical Physical save +3 (+2 eff.) other ------- Psi when Hit +0.04 Max psi +10.00 Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.9 Power cost 25 out of 25/25. Range 9 Cooldown: 22 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Silybremina'2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Physical Power +10 (+2 eff.) Damage +6% acid Ignore Armor +1 When Hit 2 acid defense ------ Defense +5 (+3 eff.) Life +45.00 other ------- Stamina/turn +3.00 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 | Arurin the Lightningprophet (0 def, 4 armour)3.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +3 Str +11 Dex +3 Cun +3 Con offense ------ Physical Power +4 (+1 eff.) Damage +6% lightning Ignore Armor +5 defense ------ Armor +4 Fatigue +4% Resistance +16% darkness +9% lightning other ------- Infravision +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | innervating elm wand of lightning storm [power 116] (16/15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (122 total damage) Puts all charms on 15 turn cooldown 100% to reduce fatigue by 23% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Arilera the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: defense ------ Armor +14 Resistance +15% mind +3% cold Mind save +3 (+2 eff.) Life Regen +3.00 Disarm Resist +10% Stun Resist +26% Rings make your fingers look great! |
| On fingers | Glorurin0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Str +4 Mag +3 Cun +4 Con offense ------ Physical Power +5 (+1 eff.) Spellpower +6 (+1 eff.) Damage +11% darkness +12% blight defense ------ Resistance +22% darkness Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Branedobers (42-62 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Nature/Master/Psionic Weapon Damage 41.5 - 62.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +8 temporal +13 nature +9 mind On Hit: * 14% chance to reduce all saves and defense by 17 While equipped: Stats +3 Cun +2 Wil offense ------ Damage +9% temporal Ignore resists +5% arcane Massive two-handed mauls. |
| On hands | hardened leather gloves 'Dreyon' (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +2 Dex +9 Mag +9 Wil offense ------ Spell Crit +1% Spellpower +10 (+2 eff.) Spellpower/crit +6 On-Hit 12 arcane Damage +12% arcane +3% blight Accuracy +12 (+4 eff.) defense ------ Armor +2 Resistance +8% arcane Unarmed combat: Weapon Damage 15.0 - 16.5 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +5 Ignore Armor +3 Critical Rate +8.0% Attack Speed 100% On-hit +13 arcane On Hit: 20% Manathrust 6 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Unrorak the Rimefist (0 def, 24 armour)17.0 Encumbrance T3 massive armor [Random Unique] Arcane/Master While equipped: offense ------ Damage +9% light +3% cold defense ------ Armor +24 Fatigue +16% Resistance +7% acid +7% physical +12% light +7% lightning +17% cold +7% fire +12% darkness Physical save +8 (+4 eff.) A suit of armour made of metal plates. |
| Cloak | Eilinulrawen (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Critical power +20.00% Ignore resists +10% physical Accuracy +15 (+5 eff.) defense ------ Defense +2 (+1 eff.) Resistance +6% cold Physical save +8 (+4 eff.) Mind save +10 (+5 eff.) Unlife -50.00 life Disarm Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | gold amulet 'Xavea'0.1 Encumbrance T3 amulet jewelry [Random Unique] Arcane While equipped: offense ------ Critical power +36.00% Spellpower +22 (+5 eff.) Damage +24% blight +23% fire Ignore resists +5% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 30 defense ------ Resistance +6% blight Amulets make your neck look great! |
Inventory
movement infusion of the warrior (speed 756%; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 756% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of magic (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets make your neck look great! |
wanderer's copper amulet of manastreaming0.1 Encumbrance T1 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +2 Mag +3 Cun +3 Con offense ------ Spellpower/crit +2 Move Speed +10% defense ------ Fatigue -4% Life Regen +1.00 other ------- Stamina/turn +0.40 Mana/turn +0.12 Max mana +24.00 Amulets make your neck look great! |
copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +5 (+3 eff.) Confus Resist +22% Rings make your fingers look great! |
Yvebreta the Floestrider0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Con offense ------ Damage +3% blight +6% cold +10% mind Ignore resists +15% blight defense ------ Resistance +10% mind +6% cold Spell save +10 (+5 eff.) Blind Resist +20% other ------- Max stamina +10.00 Infravision +4 See Stealth +6 See Invis +9 Rings make your fingers look great! |
steel ring 'Rainspawner'0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex +2 Con offense ------ Damage +10% cold Accuracy +6 (+2 eff.) defense ------ Resistance +12% blight +23% cold +3% temporal Physical save +4 (+2 eff.) Rings make your fingers look great! |
elm magestaff 'Poluthra' (10-12 power, 2 apr, fire element)5.0 Encumbrance T1 staff 1H weapon [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +4 Str +1 Wil +4 Con offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% fire defense ------ Armor +6 Resistance +9% mind Crit Resistance 10.00% Teleport Resist +10% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
flaming steel greatmaul (28-42 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Ego] Arcane Weapon Damage 28.0 - 42.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-Hit, radius 1 +12 fire Massive two-handed mauls. |
steel waraxe 'Blackshine' (14-19 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Rare] Psionic Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +10 darkness Damage Against +9% Living While equipped: Stats +6 Cun +5 Str offense ------ When Hit 4 darkness defense ------ Crit Resistance 10.00% One-handed war axes. |
steel mail armour 'Zanarek' (8 def, 9 armour)14.0 Encumbrance T2 heavy armor [Random Unique] Master/Psionic While equipped: Stats +2 Cun defense ------ Armor +9 Defense +8 (+4 eff.) Fatigue +12% Resistance +17% fire +5% arcane +17% cold Physical save +12 (+6 eff.) Mind save +12 (+6 eff.) Unlife -20.00 life A suit of armour made of mail. |
Isota the Kindleclamor1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Con offense ------ Physical Power +20 (+5 eff.) Mindpower +4 (+2 eff.) Ignore Armor +4 When Hit 4 fire On-Hit (Melee): * 20% chance to slow global speed by 42% defense ------ Physical save +3 (+2 eff.) Mind save +7 (+4 eff.) A belt that goes around your waist. |
Loamwrither the linen cloak (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +3% physical +3% nature +10% cold Life +20.00 Teleport Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of battle (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: offense ------ Physical Crit +2.0% Physical Power +1 (+0 eff.) defense ------ Defense +1 (+1 eff.) Fatigue -3% Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +5 (+1 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Zanynarihir the rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +1 Str +4 Dex offense ------ Physical Crit +1.0% On-Hit 6 mind Damage +4% mind defense ------ Armor +1 Resistance +5% mind other ------- Max stamina +10.00 Unarmed combat: Weapon Damage 6.5 - 7.2 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +6 mind On Hit: 20% Psychic Lobotomy 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Furnacequench' (0 def, 13 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ Physical Power +15 (+3 eff.) On-Hit 6 physical Damage +3% fire +4% physical Ignore resists +15% mind +10% fire defense ------ Armor +13 Fatigue +1% other ------- Stamina/turn +1.00 Unarmed combat: Weapon Damage 10.5 - 14.7 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-Hit, radius 1 +6 physical On-crit, radius 2 +6 physical On Hit: 10% Sand Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Isura (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Spellpower/crit +6 Damage +9% arcane Ignore resists +5% arcane defense ------ Armor +1 Fatigue +1% Resistance +7% cold Spell save +3 (+1 eff.) other ------- Breathe water A cap made of leather. |
Aerudan the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str defense ------ Armor +3 Fatigue +5% Resistance +3% mind Poison Resist +10% Cut Resist +20% Disarm Resist +10% Teleport Resist +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
3 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 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 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. |
7 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. |
4 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. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Chyruirablek2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +9% mind defense ------ Defense +20 (+10 eff.) Resistance +1% physical +3% light +3% nature 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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(72 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Dairudil'2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Str +2 Dex offense ------ Physical Power +15 (+3 eff.) Damage +6% physical Ignore Armor +3 other ------- Stamina/turn +2.00 Light +6 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. |
brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +41.00 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. |
Emeluyana (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +4 Str +2 Cun offense ------ Accuracy +5 (+1 eff.) Ignore Armor +1 defense ------ Resistance +3% physical Unlife -40.00 life other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Eilinosena [power 122] (16/20 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Life Regen +2.00 Disease Resist +10% Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Ce'Nyta [power 160] (16/15 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: defense ------ Armor +4 Resistance +3% nature +15% temporal Unlife -40.00 life Cut Resist +20% Fire a magical bolt dealing 197 fire 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. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Burni the Higher Doombringer level 11
5th Flare 122nd year of Ascendancy at 14:53 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Burni the Higher Doombringer level 23
37th Haze 122nd year of Ascendancy at 04:03 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Burni the Higher Doombringer level 21
30th Haze 122nd year of Ascendancy at 06:34 see stats
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By Burni the Higher Doombringer level 6
77th Pyre 122nd year of Ascendancy at 21:08 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Burni the Higher Doombringer level 10
3rd Mirth 122nd year of Ascendancy at 07:59 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Burni the Higher Doombringer level 20
56th Dusk 122nd year of Ascendancy at 16:49 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Burni the Higher Doombringer level 20
69th Dusk 122nd year of Ascendancy at 07:12 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Burni the Higher Doombringer level 22
36th Haze 122nd year of Ascendancy at 09:27 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Burni the Higher Doombringer level 11
4th Mirth 122nd year of Ascendancy at 23:46 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Burni the Higher Doombringer level 11
6th Mirth 122nd year of Ascendancy at 16:51 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Burni the Higher Doombringer level 23
38th Haze 122nd year of Ascendancy at 14:47 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Burni the Higher Doombringer level 16
30th Dusk 122nd year of Ascendancy at 14:27 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Burni the Higher Doombringer level 20
28th Haze 122nd year of Ascendancy at 14:56 see stats
Log
Burni casts Draining Assault.
Burni misses War hound.
Burni misses War hound.
Ritch flamespitter spits flames!
Ritch flamespitter hits Burni for 84 fire damage.
Burni deactivates Flame of Urh'Rok.
Flame of Urh'Rok has been disrupted by anti-magic forces!
Burni performs a melee critical strike against War hound!
Burni hits War hound for 235 physical, 10 temporal (244 total damage).
Talent Born into Magic is ready to use.
Talent Incinerating Blows is ready to use.
Burni killed War hound!
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits Burni for 173 fire damage.
LIFE LOST WARNING!
Mouse input temporarily disabled.
Mouse input temporarily disabled.
Mouse input temporarily disabled.
Mouse input temporarily disabled.
Burni's Surge of Power has been disrupted by anti-magic forces!
Burni picks up (k.): Isota the Kindleclamor.
Burni picks up (h.): elm magestaff 'Poluthra' (10-12 power, 2 apr, fire element).
Burni's is no longer disrupted.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits Burni for 173 fire damage.
Burni the level 23 higher doombringer was flamed to death by a ritch flamespitter on level 3 of Old Forest.







































































































