












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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. 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:
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. 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! 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 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! 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 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. Skeletal Lichform 1.6.0Makes Lichform turn you into a skeleton and not a baconman. 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. 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 | Doomelf |
| Class | Sun Paladin (Avatar of a Distant Sun) |
| Level / Exp | 29 / 75% |
| Size | medium |
| Lifes / Deaths | Killed by Emeleda the gigantic corrosive tunneler at level 21 on the 74th Dusk 122nd year of Ascendancy at 18:32 0 / 8Killed by Adoda the rattlesnake at level 26 on the 35th Haze 122nd year of Ascendancy at 08:04 Killed by Layota the giant blue ant at level 26 on the 35th Haze 122nd year of Ascendancy at 11:21 Killed by Adylewyn the luminous horror at level 28 on the 40th Haze 122nd year of Ascendancy at 03:14 Killed by Adylewyn the luminous horror at level 28 on the 40th Haze 122nd year of Ascendancy at 04:27 Killed by Urkis, the High Tempest at level 28 on the 42nd Haze 122nd year of Ascendancy at 06:51 Killed by Vemoor the onilug at level 29 on the 44th Haze 122nd year of Ascendancy at 08:58 Killed by Vemoor the onilug at level 29 on the 44th Haze 122nd year of Ascendancy at 09:04 |
Primary Stats
| Strength | 62 (base 60) |
| Dexterity | 13 (base 10) |
| Constitution | 14 (base 10) |
| Magic | 62 (base 59) |
| Willpower | 15 (base 10) |
| Cunning | 21 (base 10) |
Resources
| Life | -477/678 |
| Positive | 117/134 |
| Stamina | 207/226 |
| Healing Factor | 1.3972895330003 |
| Regeneration | 2.3055277294505 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | -2.2204460492503E-14% |
| Global | +72.727272727273% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 3 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 123 |
| Accuracy | 50 |
| Crit Chance | 16% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +22% |
| Physical | +27% |
| Arcane | +8% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +13% |
| Light | +50% |
| Temporal | +13% |
| Physical | +15% |
| Arcane | +8% |
| Lightning | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 68.413408721348 (85.897138898113%) |
| Defense | 51 |
| Ranged Defense | 55 |
| Fatigue | 21 |
| Physical Save | 43 |
| Spell Save | 28 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 2%( 70%) |
| Blight | -9%( 70%) |
| Physical | -3%( 70%) |
| All | -20%( 70%) |
| Darkness | + 23%( 70%) |
| Light | + 37%( 70%) |
| Temporal | -4%( 70%) |
| Fire | -13%( 70%) |
| Nature | -7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 0% |
| Poison Resistance | 13% |
| Blind Resistance | 25% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 374 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 108 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 Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 675% 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 Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 174 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Race / Doomelf | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | Reduces global action speed by 38% and all outgoing projectiles speed by 70%. Congeal Time |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
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 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 have explored the Rhaloren camp and killed the Inquisitor. | done |
You abandoned lost defiler, to death. Escort: lost defiler (level 3 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Aeremina the copperhead snake. Escort: lost warrior (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * Find a way back to Eyal. | active |
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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 bear paw. * You've found the needed electric eel tail. * You've found the needed bloated horror heart. 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 chunk of ghoul flesh. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed minotaur nose. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed pouch of luminous horror dust. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of wight ectoplasm. * You've found the needed storm wyrm claw. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within | active |
Equipment
| On feet | Pitchwalker the pair of hardened leather boots (0 def, 6 armour)2.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Cun +3 Con offense ------ Ignore resists +10% lightning +13% temporal +13% darkness When Hit 2 darkness defense ------ Armor +6 Resistance +30% darkness +13% temporal Physical save +18 (+6 eff.) Mind save +12 (+6 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +10% Out-of-Phase Resilience +14% other ------- Infravision +1 A pair of boots made of leather. |
| Light source | 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.(60 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Polelle the dwarven-steel helm (25 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +4 Cun +3 Wil offense ------ Mindpower +4 (+2 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 15 defense ------ Armor +4 Defense +25 (+9 eff.) Fatigue +4% Resistance +9% acid +3% physical Unlife -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Arigogund the Stokestone (0 def, 9 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 physical Damage +4% physical +12% fire Ignore resists +15% physical When Hit 6 physical defense ------ Armor +9 Resistance +6% fire Unlife -40.00 life Unarmed combat: Weapon Damage 8.0 - 8.8 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-Hit, radius 1 +5 physical On-crit, radius 2 +6 physical On Hit: 10% Sand Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Xeronn the dwarven-steel pickaxe (dig speed 18 turns)3.0 Encumbrance T3 digger tool [Random Unique] Nature/Master While equipped: Stats +4 Str defense ------ Fatigue -5% Resistance +6% nature Physical save +7 (+2 eff.) Spell save +10 (+5 eff.) Mind save +8 (+4 eff.) Unlife -60.00 life Life +54.00 Healmod +10% other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Isynne the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Physical Crit +5.0% Damage +6% physical Accuracy +25 (+8 eff.) defense ------ Resistance +9% blight +5% nature +9% acid Unlife -60.00 life Poison Resist +13% Disease Resist +16% other ------- Max stamina +30.00 Rings make your fingers look great! |
| On fingers | Unrilar the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +17% physical Accuracy +10 (+3 eff.) defense ------ Resistance +11% physical Physical save +9 (+3 eff.) Unlife -40.00 life other ------- Max hate +8.00 Rings make your fingers look great! |
| Around neck | Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+5 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | flaming stralite greatsword of massacre (56-90 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon [Ego] Arcane/Master Weapon Damage 56.5 - 90.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +7 fire Massive two-handed swords. |
| Around waist | Mayatta the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: defense ------ Defense +10 (+4 eff.) Resistance +6% darkness Physical save +3 (+1 eff.) Mind save +9 (+5 eff.) Unlife -60.00 life Life +40.00 Life Regen +1.40 Healmod +16% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A belt that goes around your waist. |
| In off hand | Titanic (20 def, 18 armour, 48-58 power, 320 block)7.0 Encumbrance T3 shield armor [Unique] Master When used to Attack: Weapon Damage 48.0 - 57.6 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +320 While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+7 eff.) Ranged Defense +10 (+3 eff.) Fatigue +30% other ------- Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
| Cloak | Issalar (10 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Cun +2 Dex offense ------ Spell Crit +4% Critical power +18.00% Physical Power +25 (+6 eff.) Spellpower +3 (+1 eff.) Damage +8% arcane Ignore resists +8% arcane Accuracy +10 (+3 eff.) Ignore Armor +3 defense ------ Defense +10 (+4 eff.) Physical save +7 (+2 eff.) other ------- Max mana +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable voratun mail armour of command (13 def, 25 armour)14.0 Encumbrance T5 heavy armor [Ego+] Master/Psionic While equipped: Stats +2 Cun defense ------ Armor +25 Defense +13 (+5 eff.) Fatigue +12% Mind save +10 (+5 eff.) A suit of armour made of mail. |
Inventory
shatter afflictions rune of the warrior (absorb 108; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 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 108 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Cuthukalthogas0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun +3 Con offense ------ Damage +9% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 15 Amulets make your neck look great! |
copper ring of arcana (+0.10/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Silence Resist +20% other ------- Mana/turn +0.10 Rings make your fingers look great! |
copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
steel ring 'Rainresolve'0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Dex +5 Wil +5 Cun offense ------ Mindpower +7 (+3 eff.) Damage +9% mind +11% cold Ignore resists +5% mind Accuracy +6 (+2 eff.) defense ------ Resistance +31% cold Rings make your fingers look great! |
rogue's gold ring of darkness (+20%)0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun offense ------ Damage +10% darkness defense ------ Defense +4 (+2 eff.) Resistance +20% darkness Rings make your fingers look great! |
Genocide (42-67 power, 4 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Wil 20 [Unique] Nature/Master Weapon Damage 42.0 - 67.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +18.0% Attack Speed 100% Damage Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con defense ------ Resist Against +15% Orc Life Regen +0.50 other ------- Stamina/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
dwarven-steel longsword 'Balancequeen' (24-34 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Rare] Arcane Weapon Damage 24.5 - 34.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +8 nature On-Hit, radius 1 +11 fire While equipped: offense ------ Damage +30% nature +6% mind Ignore resists +10% nature On-Hit (Melee): * 20% chance to slow global speed by 40% defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Sharp, long, and deadly. |
Aduba the Shadowwish (14-20 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Rare] Arcane Weapon Damage 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On Hit: 20% Curse of Vulnerability 2 While equipped: offense ------ Damage +12% temporal +6% arcane +9% darkness Ignore resists +15% arcane When Hit 6 temporal On-Hit (Melee): * 20% chance to reduce damage dealt by 13% defense ------ Resistance +6% darkness Blunt and deadly. |
dwarven-steel mace 'Cyrethra' (28-40 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Rare] Nature Weapon Damage 28.5 - 39.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-crit, radius 2 +14 acid +25 nature While equipped: Stats +2 Dex offense ------ Critical power +10.00% Physical Power +15 (+4 eff.) Ignore resists +10% acid +10% nature Accuracy +20 (+7 eff.) Ignore Armor +8 defense ------ Defense +5 (+2 eff.) Unlife -40.00 life Blunt and deadly. |
Growwoe the dwarven-steel waraxe (20-27 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Rare] Arcane Weapon Damage 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Crit: * Splash the target with acid dealing 119 damage over 5 turns and reducing armor and accuracy by 15 While equipped: Stats +1 Wil offense ------ Critical power +20.00% Damage +6% lightning Ignore resists +15% nature On-Hit (Melee): * 20% chance to slow global speed by 40% defense ------ Resistance +3% nature One-handed war axes. |
Gloomraze the quiver of ash arrows (18/18, 19-27 power, 7 apr)3.0 Encumbrance T2 arrow ammo Reqs Dex 16 [Rare] Master Weapon Damage 19.0 - 26.6 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +20 Ignore Armor +7 Critical Rate +1.5% Capacity 18 On-ranged-hit +20 darkness +8 mind On-Hit, radius 1 +8 nature On-crit, radius 2 +8 nature On Hit: * 20% chance to reduce damage dealt by 13% * 20% chance to reduce all saves and defense by 15 Arrows are used with bows to pierce your foes to death. |
Voidkin the steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +3 Mag +4 Wil offense ------ Physical Crit +4.0% Spell Crit +6% Mind Crit +5% Physical Power +13 (+3 eff.) Spellpower +14 (+5 eff.) Mindpower +13 (+6 eff.) Damage +6% nature +9% darkness defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +30% lightning +17% cold +9% darkness A suit of armour made of mail. |
steel mail armour of the deep (2 def, 7 armour)14.0 Encumbrance T2 heavy armor [Ego+] Nature While equipped: defense ------ Armor +7 Defense +2 (+1 eff.) Fatigue +12% Resistance +5% acid +6% cold other ------- Breathe water A suit of armour made of mail. |
Elorewyn the Nightspar1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +2 (+0 eff.) defense ------ Resistance +3% darkness Spell save +6 (+3 eff.) Life Regen +2.00 Silence Resist +20% Pinning Resist +10% Stun Resist +20% other ------- Size +1 A belt that goes around your waist. |
Prismgash (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +3 Mag +3 Wil +3 Cun defense ------ Defense +6 (+2 eff.) Resistance +6% light Mind save +6 (+3 eff.) Unlife -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Torarim the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con defense ------ Defense +1 (+1 eff.) Physical save +6 (+2 eff.) Unlife -20.00 life Life +60.00 Disarm Resist +10% Pinning Resist +20% 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 'Sunsweep' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Damage +3% light +3% fire When Hit 2 light On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 22 defense ------ Armor +1 Resistance +3% light Silence Resist +20% Confus Resist +20% Stun Resist +22% other ------- Light +3 A pair of boots made of leather. |
rough leather cap 'Cyrubeth' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +6 Str +1 Dex offense ------ Physical Crit +1.0% defense ------ Armor +1 Fatigue +1% Resistance +6% blight +5% cold other ------- Breathe water A cap made of leather. |
Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+4 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Crown of Burning Pain (9 def, 0 armour)4.0 Encumbrance T3 head armor Reqs Cun 25 [Unique] Arcane While equipped: Stats +4 Cun +4 Wil offense ------ Damage +25% fire defense ------ Defense +9 (+3 eff.) Fatigue +4% Resistance +25% fire Meteor Rain: Effective talent level: 2.0 Power cost 34 out of 50/50. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 54.42 fire and 61.71 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
7 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. |
10 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. |
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. |
4 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. |
7 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. |
4 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. |
6 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. |
6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 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. |
3 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. |
2 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning 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. |
336 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
bright alchemist's lamp of corpselight1.0 Encumbrance T3 lite [Ego+] Arcane/Master While equipped: offense ------ Spell Crit +4% Spellpower +3 (+1 eff.) defense ------ Resistance +7% blight +5% darkness other ------- Light +6 Infravision +4 See Invis +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 17 blight damage or heals 26 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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 Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
Gloritha the Oakorder [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +5% nature defense ------ Resistance +3% nature +6% acid Life Regen +4.00 Disease Resist +20% Silence Resist +20% Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Doomed Avatar the Doomelf Sun Paladin level 22
75th Dusk 122nd year of Ascendancy at 22:26 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Doomed Avatar the Doomelf Sun Paladin level 23
25th Haze 122nd year of Ascendancy at 04:57 see stats
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By Doomed Avatar the Doomelf Sun Paladin level 6
78th Pyre 122nd year of Ascendancy at 10:23 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Doomed Avatar the Doomelf Sun Paladin level 10
8th Mirth 122nd year of Ascendancy at 18:26 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Doomed Avatar the Doomelf Sun Paladin level 20
64th Dusk 122nd year of Ascendancy at 08:12 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Doomed Avatar the Doomelf Sun Paladin level 29
43rd Haze 122nd year of Ascendancy at 01:25 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Doomed Avatar the Doomelf Sun Paladin level 23
6th Haze 122nd year of Ascendancy at 20:39 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Doomed Avatar the Doomelf Sun Paladin level 10
9th Mirth 122nd year of Ascendancy at 11:12 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Doomed Avatar the Doomelf Sun Paladin level 10
10th Mirth 122nd year of Ascendancy at 19:59 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Doomed Avatar the Doomelf Sun Paladin level 21
74th Dusk 122nd year of Ascendancy at 16:58 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Doomed Avatar the Doomelf Sun Paladin level 15
30th Dusk 122nd year of Ascendancy at 22:00 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Doomed Avatar the Doomelf Sun Paladin level 29
44th Haze 122nd year of Ascendancy at 08:58 see stats
Log
Melee retaliation hits Doomed Avatar for 23 light, 9 healing (23 total damage) [9 healing].
Vemoor the onilug casts Drain.
Vemoor the onilug damages himself through Martyrdom!
Doomed Avatar hits Vemoor the onilug for 13 light, 10 blight (24 total damage).
Vemoor the onilug hits Doomed Avatar for 254 blight damage.
The fabric of time around Vemoor the onilug returns to normal.
Vemoor the onilug damages himself through Martyrdom!
Doomed Avatar hits Vemoor the onilug for 1 light, 1 lightning (2 total damage).
Thunderstorm hits Doomed Avatar for 24 lightning damage.
Talent Block is ready to use.
Talent Assault is ready to use.
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Doomed Avatar uses Assault.
Doomed Avatar performs a melee critical strike against Vemoor the onilug!
Doomed Avatar performs a melee critical strike against Vemoor the onilug!
Vemoor the onilug shrugs off the effect 'Exposed'!
Doomed Avatar HEALS from light damage!
Vemoor the onilug damages himself through Martyrdom!
Doomed Avatar hits Vemoor the onilug for 30 light, 30 physical, 6 light, 6 physical, 28 light, 4 light, 164 light, 161 physical, (3 ignored), 0 light, 3 physical, 16 light, 4 light, 2 fire, 2 light, 175 light, 171 physical, 3 light, 3 physical, (16 ignored), 0 light, 4 light, 2 fire, 2 light (817 total damage).
Melee retaliation hits Doomed Avatar for 23 light, 9 healing, 23 light, 9 healing, 23 light, 9 healing (70 total damage) [28 healing].
Vemoor the onilug casts Congeal Time.
Vemoor the onilug is no longer influenced by martyrdom.
Doomed Avatar slows down.
Thunderstorm hits Doomed Avatar for 32 lightning damage.
Vemoor the onilug casts Soul Rot.
Vemoor the onilug's spell attains critical power!

































































































