











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Quantum Slider 1.7.4This addon adds three new content: a new race, a new class and a new area with mini-games. I., Adds a new race: the Vorloth. Vorloths are not from Eyal, they are from planet Luxam. II., Adds a new Chronomancer subclass, the Quantum Slider. The class has a very unique way of gameplay: you should run & teleport as fast and as many times as you just can. Quantum Slider has only the Spellbinding (locked) tree from the original chronomancy trees. Their new, unique trees are: - starting unlocked class trees - Quantum Theory - for paradox management and unique mobility benefits (defense & utility) - locked higher (from lvl 10) class trees - Paradox Mysticism - overcharged by speed causes very dangerous electrical properties... cook your enemies while running fast! - starting unlocked generic trees - Prajna - extended senses and enlightenment (tracking, other vision effects, immunities & buff) Paths - contains 8 individual "MINI-PRODIGIES" (specializations) - locked generic trees - Quantum Fusion - enhance your spellcasting (damage enhancement, buffs & debuff) Quantum Sliders also have a Class Evolution, the: Táltos. The addon also contains new effects and new damage types for the class. The possible power level is higher than with a paradox mage. Slider is a very strong class if it's played in a simple way, but the more complex III., Adds new npc to the city of Last Hope. You can enter into a new shop, where ring imbuing can be done like in Angolwen. You can play two different mini-games there too: a, a Soko-Ban puzzle game b, and a real time epic Space Battle game These mini-games have no effect on the campaign, these are for enjoyment. Thanks for playing and for the feedback! Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! 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. Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Class: Fallen 1.7.0Fallen has been added to the base game as an evolution for Sun Paladins This addon contains the original version, a base class afflicted/celestial hybrid. Fallen are unlocked alongside Sun Paladins. Please report any bugs on the forum thread. This class is originally inspired by the enemies John and Aluin, Afflicted Sun Paladins. Fallen have a mix of old and new trees. Celestial Combat Celestial Light Improved Enemy UI 1.7.41. improve the default shockbolt of enemy, making them brighter and easier to find. 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 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.
Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Void Scholar - Celestial Class 1.7.0Adds the Void Scholar, a twisted Celestial class themed around cosmic expansion and the emptiness of space, featuring a unique starting scenario. Void Scholars are dedicated spellcasters with poor durability, but many ways to negate damage and debilitate foes. Their spells are ineffective against nearby targets, but grow incredibly potent when cast at a distance -- strike from the depths of infinity, where no eyes or blades can reach! They use a unique resource called "Void Energy" that is built up by casting certain spells and quickly disperses when out of combat, requiring careful management to retain momentum. Unique talent trees: All things come to an end, adventurer. Those who place themselves above the slow march of the cosmos should take heed not to stand upon nothing. Faetouched Collection 1.7.0In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic. New paths opened by the Fae currently include: Charmed (class): Ordinary creatures drawn haplessly into the faeries' mischief. Adapt to their capricious will and unleash havoc upon the battlefield in a chaotic flash of mist-woven steel! Wood Sprite (race): Eyal-born faeries of wood and wind, mischievous and mobile. Unburdened by heavy armour, fly circles around your witless adversaries before sending them peacefully to their graves in a gentle Midsummer Dream! Moonchild (class): Unfortunate souls infused with the faeries' magic from birth, bent by its will as they bend it to theirs. Shattered between Spring's slothful light and Autumn's merciless chill, find peace within your broken halves to dominate any who oppose you with peerlessly destructive and illusive magic! Fetch (race): Wretched imitations of mortals created by and for the faeries' fancy, forever yearning to be whole. Shatter your body and soul to shift your identity and avoid danger, and mimic the talents of others to make yourself at last complete! Additionally includes a new starting scenario with original art, music, and dialogue, 7 new artifacts, 6 new enemy mobs, and an unlockable Fae-Drake category for Wyrmic. The realm of the Fae is ever-changing, and new paths may yet open in the future! Look not with your eyes, adventurer. The beauty you see hides terror beyond reckoning. Always Transmogrify 1.6.0Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Friendly Patrols 1.6.0Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). Bugfix Pack 1.7.3An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 Class: Martyr 1.7.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns.
NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.0Donators/Buyers bonus! 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. Calligrapher 1.7.4Adds the Calligrapher, a short-ranged mage class that uses ceaseless aggression and high mobility to debilitate their enemies in a whirl of bloodied ink. Planned changes: I like to think that I've been fairly thorough in playtesting, but there are probably still bugs and exploits lurking. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Instrinsic Deception - No Cloak Required 1.5.5UPDATE 1.0.2: Fixed issue with escorts not appearing. Fix applies to new characters only. ADDON DETAILS: Fork of kvaak's Uncloak of Inconvenience Addon, so only the faction gets changed to Allied Kingdoms, and the rest of the data (including starting inscriptions) is left unchanged. This enables Undead Tinkers in Maj'Eyal campaign to have the correct starting inscriptions. There is now no Cloak of Deception, existing or needed. Use this instead of the Uncloak of Inconvenience addon. Version 1.0.1 also makes sure that new undead characters are addressed as human by the NPCs that address you by race. With this addon active, all new characters that have the undead attribute will be addressed as human, even Whitehooves from Embers Races in Maj'Eyal Campaign addon: https://te4.org/games/addons/tome/orcsallraces BASE GAME AND ADDON NOTE: I have discovered that because the check in the default 1.5.5 ToME game for Zigur patrols and betraying to Zigur doesn't check whether the player is undead, that Undead Tinkers start friendly to Zigur and can betray to Zigur until they get some spells or runes. However, the appearance of the Zigur town IS dependent on not being undead, so it is not possible to become anti-magic. Also, undead in Maj'Eyal campaign properly can't use infusions or nature powers, so that part is working as intended. So this addon is fine, it's just that the base 1.5.5 game currently doesn't make Zigur hostile and betraying to Zigur impossible merely because you're undead (read: have arcane aura that can be detected by Zigur). It requires you to have spells or runes, which Undead non-tinkers have, but Undead Tinkers only have neutral Steamtech implants or generators. To properly play an Undead Tinker in Maj'Eyal campaign (with or without addons, as this is the same even with only official game and DLC), I suggest that you do not betray to Zigur and don't use arcane disrupting gear (which should disrupt the normal actions of an undead, but doesn't currently in 1.5.5). ADDON PRIORITY (Load order): 1000 These game files are OVERLOADED (replaced with an edited version when the addon is running): So any mod that doesn't touch these overloaded files should be compatible. This function is SUPERLOADED to insert the fake_race and fake_subrace properties (which shouldn't affect anything else apart from making NPCs address you as human): A 'ToME:load' HOOK applies the faction change for the undead player to Allied Kingdoms. 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 Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
Auto Loot Transmo 1.7.4Allows the game to auto transmo loots based on item types and some more advanced options. Press Ctrl + Alt + T to config. Schematics will never be picked up. It'll either be used immediately to unlock the tinker, or be destroyed if the player has already learned it. 0.0.0 - All functions have been tested separately. However considering the complexity of this addon, real-play tests are necessary. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Ogre |
| Class | Doombringer |
| Level / Exp | 35 / 25% |
| Size | gargantuan |
| Lifes / Deaths | Killed by Veluma the armoured skeleton warrior at level 11 on the 32nd Haze 122nd year of Ascendancy at 02:37 0 / 7Killed by Adalewen the skeleton mage at level 11 on the 32nd Haze 122nd year of Ascendancy at 07:47 Killed by Betorin the degenerated skeleton warrior at level 12 on the 34th Haze 122nd year of Ascendancy at 10:16 Killed by Darari's Inner Demon at level 18 on the 3rd Decay 122nd year of Ascendancy at 13:49 Killed by Eilinivena the war bear at level 26 on the 51st Regrowth 123rd year of Ascendancy at 06:58 Killed by Glorakira the xorn at level 33 on the 37th Dusk 123rd year of Ascendancy at 03:18 Killed by Emelota the skeleton warrior at level 35 on the 71st Haze 123rd year of Ascendancy at 22:09 |
Primary Stats
| Strength | 82 (base 60) |
| Dexterity | 66 (base 50) |
| Constitution | 31 (base 12) |
| Magic | 47 (base 34) |
| Willpower | 17 (base 10) |
| Cunning | 24 (base 11) |
Resources
| Mana | 339/339 |
| Vim | 276/276 |
| Life | 1082/1082 |
| Stamina | 258/258 |
| Steam | 100/100 |
| Healing Factor | 1.1658714593979 |
| Regeneration | 2.6232107836453 |
Speed
| Mental | +2.2204460492503E-14% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 14 |
| See Invisible | 20 |
Offense: Mainhand
| Damage | 143 |
| Accuracy | 63 |
| Crit Chance | 49% |
| APR | 28 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 24 |
| Accuracy | 63 |
| Crit Chance | 61% |
| APR | 46 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +9% |
| Acid | +9% |
| Cold | +21% |
| Lightning | +19% |
| Blight | +7% |
| Physical | +44% |
| Fire | +30% |
| All | 0% |
Offense: Damage Penetration
| Physical | +12% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 15 (78.594633868923%) |
| Defense | 53 |
| Ranged Defense | 53 |
| Fatigue | 0 |
| Physical Save | 43 |
| Spell Save | 42 |
| Mental Save | 36 |
Defense: Resistances
| Mind | + 22%( 70%) |
| Acid | + 36%( 70%) |
| Cold | + 34%( 70%) |
| Darkness | + 22%( 70%) |
| Lightning | + 32%( 70%) |
| Physical | + 29%( 70%) |
| Fire | + 42%( 70%) |
| All | + 17%( 70%) |
Defense: Immunities
| Silence Resistance | 96% |
| Disarm Resistance | 100% |
| Knockback Resistance | 58% |
| Confusion Resistance | 94% |
| Stun Resistance | 80% |
| Pinning Resistance | 28% |
| Instadeath Resistance | 100% |
| Blind Resistance | 46% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 124 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 Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 35 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 8 turns. While Heroism is active, you will only die when reaching -357 life. The duration and life will increase by 1% for every 1% life you have lost (currently 357 life, 8 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 681% 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 Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Corruption / Wrath | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Corruption / Torture | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Generic Talents
| Corruption / Demonic strength | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 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 |
Prodigies
| 1/1 |
Effects
| detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 10% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | 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 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 talent Premonition (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Daikara. Escort: lost tinker (level 1 of Daikara)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Foresight (+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. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 282. | 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. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Xeriranor, tireless, undeterred (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +3 Wil dps ---------- Res.pen +10% mind ----- def ----- Armour +4 Fatigue +3% Silence- +66% Confus- +51% Stun/Frz- +50% ---------- misc Stam/turn +0.60 Psi/ret +0.04 Hate/m.crit +2.00 Max.stam +18.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright alchemist's lamp of clarity1.0 T3 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +7 (+3 eff.) ---------- misc Light +6 See.Stealth +5 See.Invis +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Arulehell the Eclipsequarry, fire (1 def, 0 armour) 2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Phys.crit +1.0% Dmg.mod +12% physical +11% fire ----- def ----- Defense +1 (+1 eff.) Resists +3% darkness +16% fire Phys.save +9 (+3 eff.) Silence- +30% ---------- misc Max.stam +20.00 A pointy cloth hat, very wizardly... |
| On hands | Gloves of the Firm Hand (0 def, 8 armour) 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +120% Stun/Frz- +30% Knockbk- +30% ---------- misc Talents +3 Iron Grip Cooldown Clinch -2 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Tool | Ragubers the yew wand of conjuration, focusing, conjure [power 240] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +5 Dex dps ---------- Phys.crit +4.0% Phys.pwr +25 (+6 eff.) ----- def ----- Resists +12% acid Die.at -40.00 life Fire a magical bolt dealing 312 fire damage Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Salasenn the Cracklereign, tenacity, clarity, sensing0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Dmg.mod +9% mind Melee Ret 6 mind ----- def ----- Resists +9% lightning +6% mind Mind.save +10 (+4 eff.) Max.HP +28.00 Blind- +26% Disarm- +25% Confus- +33% Pinning- +28% Knockbk- +28% ---------- misc Infravis +5 See.Stealth +9 See.Invis +8 Rings make your fingers look great! |
| On fingers | Dredramas the steel ring, wizard0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +7 Str +6 Mag dps ---------- Crit.mult +10.00% Dmg.mod +12% physical Apr +2 ----- def ----- Spell.save +12 (+4 eff.) Blind- +20% Disease- +20% Rings make your fingers look great! |
| Around neck | steel amulet 'Voryrewyn', soulsear0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +4 Dex +5 Con dps ---------- Phys.crit +4.0% Crit.mult +12.00% Spell.pwr +8 (+2 eff.) Dmg.mod +7% blight +8% fire Acc +10 (+2 eff.) Apr +3 Amulets make your neck look great! |
| In main hand | Betholrawe, warbringer, ruin, plague (36-57 power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Arcane/Master Power 35.5 - 56.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +16 blight +12 arcane On Hit: 20% Epidemic 3 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 23 While equipped: Stats +5 Con dps ---------- Phys.crit +14.0% Crit.mult +30.00% Phys.pwr +14 (+3 eff.) S.pwr/crit +10 Res.pen +12% physical Apr +14 ----- def ----- Disease- +15% Disarm- +24% ---------- misc Vim/s.crit +2.00 Massive two-handed swords. |
| Around waist | monstrous hardened leather belt of the giants1.0 T3 belt armor [Ego+] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +9 (+2 eff.) ----- def ----- Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) ---------- misc Size +2 A belt that goes around your waist. |
| In off hand | Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Cloak | linen cloak 'Grinuromirek', backstab (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +11.00% Phys.pwr +20 (+5 eff.) Acc +6 (+1 eff.) Apr +7 ----- def ----- Defense +1 (+1 eff.) Resists +3% darkness Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Stealth +6 HP.reg +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | stormwoven silk robe of alchemy (0 def, 3 armour) 2.0 T4 cloth armor [Ego++] Arcane/Nature While equipped: Stats +7 Str +5 Mag +6 Wil dps ---------- Dmg.mod +19% lightning +20% physical +21% cold +11% fire +9% acid ----- def ----- Armour +3 Hardiness +20% Fatigue +3% Resists +9% lightning +14% physical +11% acid +21% cold +14% fire +13% all ---------- misc Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Siledhekira the steel ring, arcana0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Wil ----- def ----- Silence- +30% Disarm- +20% ---------- misc Mana/turn +0.30 Mana/s.crit +2.00 Vim/s.crit +2.00 Max.mana +100.00 Rings make your fingers look great! |
Freezedare, solipsist0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Phys.pwr +20 (+5 eff.) Mind.pwr +8 (+4 eff.) Dmg.mod +9% cold Res.pen +20% cold Acc +15 (+3 eff.) ----- def ----- Phys.save +9 (+3 eff.) ---------- misc Max.stam +30.00 Rings make your fingers look great! |
Morningjam the stralite greatmaul, flaming, massacre, balanced (72-107 power, 3 apr)5.0 T4 greatmaul 2H weapon [Random Unique] Arcane/Master Power 71.5 - 107.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +4 cold On Hit.r1 +9 fire While equipped: dps ---------- Dmg.mod +9% light Res.pen +15% light Acc +13 (+3 eff.) Melee Ret 6 light ----- def ----- Defense +13 (+5 eff.) Resists +3% light Disarm- +34% ---------- misc Light +1 Massive two-handed mauls. |
acidic steel greatsword (24-38 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 24.0 - 38.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 127 damage over 5 turns and reducing armor and accuracy by 16 Massive two-handed swords. |
enhanced dwarven-steel greatsword of evisceration (39-62 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Nature/Master Power 39.0 - 62.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +9 Str +6 Dex +9 Mag +9 Wil +7 Cun +9 Con dps ---------- Phys.crit +7.0% Phys.pwr +13 (+3 eff.) Massive two-handed swords. |
truestriking dwarven-steel greatsword of corruption (34-54 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Arcane/Master Power 34.0 - 54.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: 20% Curse of Vulnerability 3 While equipped: dps ---------- Res.pen +10% physical Acc +21 (+5 eff.) Apr +12 Massive two-handed swords. |
Latafayn (68-109 power, 5 apr)3.0 T4 greatsword 2H weapon [Unique] Arcane/Master Power 68.0 - 108.8 Physical Uses 125% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 10 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
balanced stralite greatsword of torment (51-82 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Master/Psionic Power 51.0 - 81.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Acc +13 (+3 eff.) ----- def ----- Defense +16 (+6 eff.) Disarm- +55% Massive two-handed swords. |
warbringer's stralite greatsword of persecution (46-74 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Disrupt/Master Power 46.5 - 74.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Against +16% Unnatural While equipped: Stats +6 Wil +2 Con dps ---------- Phys.pwr +12 (+3 eff.) Res.pen +9% physical ----- def ----- Disarm- +22% Massive two-handed swords. |
truestriking dwarven-steel mace of enduring (30-41 power, 4 apr)3.0 T3 mace 1H weapon [Ego++] Nature/Master Power 29.5 - 41.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +10 Con +8 Wil dps ---------- Res.pen +8% physical Acc +14 (+3 eff.) Apr +7 ----- def ----- Max.HP +43.00 Blunt and deadly. |
stralite waraxe 'Chamuhir', warbringer, evisc, chilling (30-43 power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Arcane/Master Power 30.5 - 42.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +11 cold On Hit.r1 +8 acid On Crit: * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Cun +3 Con dps ---------- Phys.crit +11.0% Phys.pwr +17 (+4 eff.) Res.pen +20% mind +6% physical ----- def ----- Resists +6% acid Disarm- +12% ---------- misc Max.psi +10.00 One-handed war axes. |
Radhoromiromigund the dwarven-steel dagger, crippling, evisc, arcing (18-23 power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master Power 17.5 - 22.8 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 76 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Dex dps ---------- Phys.crit +15.0% Phys.pwr +5 (+1 eff.) Apr +2 ----- def ----- Phys.save +9 (+3 eff.) ---------- misc Stam/turn +3.00 Sharp, short and deadly. |
Saluth the stralite dagger, quick, acidic, rage (28-36 power, 9 apr)1.0 T4 dagger 1H weapon [Random Unique] Arcane/Master Power 27.5 - 35.8 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 127 damage over 5 turns and reducing armor and accuracy by 16 While equipped: Stats +5 Str +2 Dex dps ---------- Phys.spd +10% Dmg.mod +12% physical Acc +40 (+9 eff.) ----- def ----- Armour +2 Die.at -80.00 life ---------- misc Stam/turn +3.00 Sharp, short and deadly. |
focusing woollen robe of frost (+25%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +17% cold ----- def ----- Resists +9% all +25% cold ---------- misc Mana/turn +0.19 Psi/turn +0.18 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Shimmerwill, alchemy, mindwoven, nature (0 def, 0 armour)2.0 T4 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +3 (+2 eff.) Dmg.mod +21% acid +15% physical +18% lightning +9% cold +23% nature +19% fire Res.pen +5% lightning Melee Ret 4 acid ----- def ----- Resists +14% acid +11% physical +6% lightning +15% fire +14% cold +34% nature +13% all Mind.save +23 (+9 eff.) ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Shimmershine, cold res, duelist, enlight (8 def, 6 armour)9.0 T2 light armor [Random Unique] Master/Psionic While equipped: Stats +4 Dex +4 Wil +8 Cun dps ---------- Dmg.mod +9% temporal Res.pen +5% temporal Melee Ret 2 lightning ----- def ----- Armour +6 Defense +8 (+3 eff.) Fatigue +7% Resists +17% cold Mind.save +12 (+5 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% A suit of armour made of leather. |
marauder's hardened leather armour of the deep (13 def, 8 armour)9.0 T3 light armor [Ego++] Nature/Master While equipped: Stats +4 Str +3 Dex ----- def ----- Armour +8 Defense +13 (+5 eff.) Fatigue +8% Resists +7% acid +8% cold Phys.save +7 (+3 eff.) ---------- misc Breathe water A suit of armour made of leather. |
steel mail armour 'Porunne', deep (2 def, 9 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Crit.mult +10.00% Dmg.mod +9% physical ----- def ----- Armour +9 Defense +2 (+1 eff.) Fatigue +12% Resists +7% acid +7% cold +9% temporal +5% physical ---------- misc Breathe water A suit of armour made of mail. |
Ce'Nita, acid res, impenetrable, clarity (14 def, 18 armour)14.0 T4 heavy armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +1 Con dps ---------- Dmg.mod +3% physical ----- def ----- Armour +18 Defense +14 (+5 eff.) Fatigue +12% Resists +25% acid +9% cold +5% mind Phys.save +6 (+2 eff.) Mind.save +13 (+5 eff.) ---------- misc Stam/turn +3.00 A suit of armour made of mail. |
Fularath the Rainwake, hardened, searing, rejuv (4 def, 16 armour)14.0 T4 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Melee+ 15 acid 13 fire Dmg.mod +12% cold Res.pen +15% cold Melee Ret 12 acid 10 fire ----- def ----- Armour +16 Defense +4 (+2 eff.) Fatigue +12% Resists +27% acid +9% physical +9% lightning +33% fire +5% arcane +17% cold HP.reg +6.40 ---------- misc Stam/turn +1.30 A suit of armour made of mail. |
prismatic stralite mail armour of cold resistance (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +20% cold +17% light +15% darkness A suit of armour made of mail. |
Eclipseusher the rough leather belt, giant1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Res.pen +5% darkness ----- def ----- Resists +9% acid +3% darkness +3% light +6% blight Spell.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
balancing rough leather belt of resilience1.0 T1 belt armor [Ego+] Nature/Master While equipped: Stats +3 Cun +4 Dex dps ---------- Phys.crit +5.0% Mind.crit +6% ----- def ----- Max.HP +32.00 A belt that goes around your waist. |
grounding rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane/Nature While equipped: ----- def ----- Resists +6% blight +5% temporal +6% lightning The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +15% Summoned ----- def ----- Resists +6% blight D.Red.from +18% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
linen cloak 'Flashwend', enveloping (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% physical +3% fire Res.pen +5% physical ----- def ----- Defense +7 (+3 eff.) Phys.save +6 (+2 eff.) Die.at -20.00 life ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bethewyn, evasion (3 def, 5 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +1 Mag ----- def ----- Armour +5 Defense +3 (+1 eff.) Resists +6% temporal Pinning- +20% ---------- misc Light +1 Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 34 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
undeterred pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +3 Silence- +29% Confus- +29% Stun/Frz- +23% ---------- misc Stam/turn +0.60 Max.stam +10.00 A pair of boots made of leather. |
blood-soaked pair of iron boots of disengagement (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) Apr +4 ----- def ----- Armour +3 Fatigue +2% Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Eilinayath', miner (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Dex +2 Con dps ---------- Phys.crit +1.0% Crit.mult +5.00% Dmg.mod +6% physical ----- def ----- Armour +5 Fatigue +2% ---------- misc Stam/turn +2.00 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bokoldir the iron helm, knowledge (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Str +4 Wil +5 Cun dps ---------- Crit.mult +15.00% Phys.pwr +5 (+1 eff.) Mind.pwr +3 (+2 eff.) Melee Ret 2 physical ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+5 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
5 agate0.0 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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
9 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 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. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.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. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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. |
554 alchemist agate0.0 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. |
Dimbraze the brass lantern, clarity2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Res.pen +15% physical Apr +2 Melee Ret 6 physical On Hit (Melee): * 20% chance to reduce damage dealt by 11% ----- def ----- Defense +20 (+7 eff.) Resists +3% physical Mind.save +7 (+3 eff.) Die.at -40.00 life ---------- misc Light +3 See.Stealth +8 See.Invis +8 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 'Murkobsidian', health2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +10% darkness ----- def ----- Resists +9% cold +3% fire Phys.save +3 (+1 eff.) Max.HP +43.00 Disarm- +10% ---------- misc 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. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
The Chrysalis The Chrysalis2.0 T3 faerie misc [Unique] Unknown While equipped: ----- def ----- Resists +15% physical Shield.pwr +20% If you have a damage shield active, heals you for 20% of its current power each round. An ethereal stone in the shape of a butterfly's cocoon. Gazing within it gives you the peculiar feeling that you are the one enclosed, and that beyond the cocoon's shell the world shines like a midsummer dream... |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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 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. |
Dairigasin the ash wand of shielding, shielding, evasive, soothing, focusing [power 200] (20 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +4 Dex +2 Con ----- def ----- Armour +2 Defense +10 (+4 eff.) ---------- misc Max.stam +10.00 Create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 46. 100% to reduce 2 talent cooldowns by 2. 100% to gain a 20% 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. |
Achievements
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Darari the Ogre Doombringer level 32
12nd Dusk 123rd year of Ascendancy at 23:49 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Darari the Ogre Doombringer level 24
3rd Regrowth 123rd year of Ascendancy at 00:56 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Darari the Ogre Doombringer level 33
38th Dusk 123rd year of Ascendancy at 23:46 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Darari the Ogre Doombringer level 31
11st Dusk 123rd year of Ascendancy at 17:34 see stats
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By Darari the Ogre Doombringer level 6
78th Pyre 122nd year of Ascendancy at 23:24 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Darari the Ogre Doombringer level 28
59th Regrowth 123rd year of Ascendancy at 21:59 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Darari the Ogre Doombringer level 10
2nd Summertide 122nd year of Ascendancy at 09:34 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Darari the Ogre Doombringer level 20
6th Decay 122nd year of Ascendancy at 03:30 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Darari the Ogre Doombringer level 30
8th Pyre 123rd year of Ascendancy at 01:34 see stats
Once bitten, twice shy (Insane (Adventure) difficulty)
Escaped the Anteroom of Agony.By Darari the Ogre Doombringer level 21
8th Decay 122nd year of Ascendancy at 18:26 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Darari the Ogre Doombringer level 33
31st Dusk 123rd year of Ascendancy at 04:06 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Darari the Ogre Doombringer level 22
7th Allure 123rd year of Ascendancy at 09:21 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Darari the Ogre Doombringer level 16
62nd Haze 122nd year of Ascendancy at 05:32 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Darari the Ogre Doombringer level 16
61st Haze 122nd year of Ascendancy at 00:37 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Darari the Ogre Doombringer level 9
7th Mirth 122nd year of Ascendancy at 20:47 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Darari the Ogre Doombringer level 31
8th Mirth 123rd year of Ascendancy at 09:38 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Darari the Ogre Doombringer level 14
47th Haze 122nd year of Ascendancy at 23:24 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Darari the Ogre Doombringer level 24
3rd Regrowth 123rd year of Ascendancy at 23:12 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Darari the Ogre Doombringer level 17
65th Haze 122nd year of Ascendancy at 14:21 see stats
Log
Melee retaliation hits Orc archer for 32 fire, 23 blight, 8 mind (63 total damage).
--------------------------------
Darari casts Obliterating Smash.
Darari performs a melee critical strike against Orc archer!
You collect a new ingredient: orc heart (1).
Darari performs a melee critical strike against Orc archer!
Darari hits Orc archer for 853 physical damage.
Darari killed Orc archer!
Darari resists the teleport!
Emelota the skeleton warrior's spatial tether hits Darari for (42 abyssal shield), 45 temporal, (41 abyssal shield), 111 physical (157 total damage).
--------------------------------
Resting starts...
The protective shield of Darari disappears.
Talent Draining Assault is ready to use.
Talent Abduction is ready to use.
Darari casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Rested for 1 turns (stop reason: taken damage).
Darari resists the teleport!
Emelota the skeleton warrior's spatial tether hits Darari for (40 abyssal shield), 47 temporal, (40 abyssal shield), 113 physical (160 total damage).
Darari the level 35 ogre doombringer was chopped into tiny pieces to death by Emelota the skeleton warrior on level 2 of Dreadfell.
--------------------------------
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Emelota the skeleton warrior's spatial tether killed Darari!
Saving game...
Saving done.


























































































































