











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. 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! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
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 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 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.
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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** 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. 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. 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: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 21 / 98% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 63 (base 44) |
| Dexterity | 22 (base 10) |
| Constitution | 23 (base 10) |
| Magic | 60 (base 48) |
| Willpower | 16 (base 10) |
| Cunning | 26 (base 10) |
Resources
| Life | 629/629 |
| Positive | 17/30 |
| Stamina | 210/210 |
| Healing Factor | 1.3599022211821 |
| Regeneration | 7.0034964390878 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 3 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 73 |
| Accuracy | 53 |
| Crit Chance | 24% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +24% |
| Physical | +13% |
| Cold | +19% |
| All | +6% |
| Darkness | +31% |
| Light | +58% |
| Lightning | +15% |
| Fire | +22% |
| Mind | +12% |
Offense: Damage Penetration
| Mind | +5% |
| Lightning | +9% |
| Light | +15% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 24 (30%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 7 |
| Physical Save | 31 |
| Spell Save | 36 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 29%( 70%) |
| All | 0%( 70%) |
| Darkness | + 37%( 70%) |
| Light | + 70%( 70%) |
| Physical | + 3%( 70%) |
| Lightning | + 17%( 70%) |
| Fire | + 13%( 70%) |
| Mind | + 3%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Bleed Resistance | 20% |
| Confusion Resistance | 20% |
| Stun Resistance | 51% |
| Knockback Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 54% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 187 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 58 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 Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 589% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Crusader | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Retribution |
| talent | Weapon of Light |
| talent | Searing Sight |
| talent | Second Life |
| talent | Chant of Resistance |
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 successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed bloated horror heart. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | Blazeterror (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Dmg.mod +3% fire +7% physical ----- def ----- Armour +4 Fatigue +3% Resists +3% cold Max.HP +40.00 Cut- +20% Confus- +20% Knockbk- +20% ---------- misc Infravis +3 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(62 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | cashmere wizard hat 'Hellnight' (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Str +2 Wil +8 Con dps ---------- Dmg.mod +13% cold ----- def ----- Defense +2 (+1 eff.) Resists +6% acid +6% fire +19% cold Crit.chn- 15.00% A pointy cloth hat, very wizardly... |
| On hands | Vorolle (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Str +3 Dex dps ---------- Acc +11 (+3 eff.) Melee Ret 4 physical ----- def ----- Armour +1 Crit.chn- 15.00% ---------- misc Stam/turn +2.00 See.Invis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | dwarven-steel pickaxe 'Radhirerath' (dig speed 24 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Dex dps ---------- Phys.pwr +3 (+1 eff.) Mov.spd +10% Res.pen +10% temporal ----- def ----- Resists +3% physical +5% arcane +3% mind Heal.mod +5% Pinning- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gold quartz ring0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Cun dps ---------- Crit.mult +15.00% Phys.pwr +11 (+3 eff.) Spell.pwr +11 (+4 eff.) Mind.pwr +10 (+5 eff.) Dmg.mod +6% mind +12% darkness +6% all Res.pen +5% mind ----- def ----- Fatigue -6% Resists +24% darkness Stun/Frz- +30% ---------- misc Max.enc +23 Psi/ret +0.16 Rings make your fingers look great! |
| On fingers | pixie's steel ring of luminosity0.1 T2 ring jewelry [Ego++] Arcane While equipped: Stats +4 Cun +5 Mag dps ---------- Spell.pwr +8 (+3 eff.) Melee+ 10 light Ranged+ 15 light Dmg.mod +11% light Rings make your fingers look great! |
| Around neck | grounding copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +10% lightning Stun/Frz- +21% Amulets make your neck look great! |
| In main hand | elemental steel mace of evisceration (108% power, 3 apr)3.0 T2 mace 1H weapon [Ego++] Arcane/Master Power 108% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * Create an explosion dealing 79 lightning damage (1/turn) On Crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +5 (+2 eff.) Dmg.mod +9% lightning Res.pen +9% lightning Blunt and deadly. |
| Around waist | Lustrekarma1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +2 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +18% acid +6% fire Res.pen +15% light ----- def ----- Resists +9% light +3% acid Phys.save +13 (+7 eff.) Spell.save +13 (+6 eff.) Mind.save +14 (+7 eff.) A belt that goes around your waist. |
| In off hand | swashbuckler's stralite shield of the stars (0 def, 8 armour, 154% power, 141.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 155% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +142 Melee+ +12 light +12 darkness While equipped: Stats +1 Str +4 Dex +2 Mag +4 Cun dps ---------- Dmg.mod +12% light +13% darkness Acc +8 (+2 eff.) ----- def ----- Armour +8 Fatigue +8% Resists +16% light +13% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Falorach the Noonwreath (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% light Acc +26 (+7 eff.) Melee Ret 6 acid ----- def ----- Defense +2 (+1 eff.) Fatigue -6% Resists +9% light Die.at -80.00 life Max.HP +61.00 ---------- misc Max.stam +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide hardened leather armour of command (15 def, 11 armour)9.0 T3 light armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +11 Defense +15 (+8 eff.) Fatigue +8% Mind.save +13 (+7 eff.) Max.HP +33.00 HP.reg +4.90 Heal.mod +10% A suit of armour made of leather. |
Inventory
shielding rune of the warrior (absorb 259; dur 3; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 259 damage for 3 turns. 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. |
shielding rune of the warrior (absorb 273; dur 3; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 273 damage for 3 turns. 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. |
gold amulet0.1 T3 amulet jewelry [Normal] Amulets make your neck look great! |
gold amulet0.1 T3 amulet jewelry [Normal] Amulets make your neck look great! |
stabilizing copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +12% temporal Pinning- +20% Knockbk- +21% Amulets make your neck look great! |
copper ring of frost (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Rings make your fingers look great! |
gold quartz ring0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+3 eff.) Apr +10 ----- def ----- Defense +10 (+5 eff.) Stun/Frz- +30% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. 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 125% 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. Rings make your fingers look great! |
gold ring0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
marksman's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% lightning Acc +4 (+1 eff.) ----- def ----- Resists +22% lightning Rings make your fingers look great! |
savior's gold ring of misery0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 12 physical Ranged+ 13 physical On Hit (Melee): * 15% chance to reduce all saves and defense by 17 On Hit (Ranged): * 14% chance to reduce all saves and defense by 17 ----- def ----- Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +6 (+3 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
wizard's steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +7 Mag dps ---------- Melee+ 10 light Ranged+ 15 light Dmg.mod +10% light ----- def ----- Spell.save +8 (+4 eff.) Rings make your fingers look great! |
Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Flashfear (118% power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Nature Power 119% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +8 fire While equipped: Stats +2 Dex +9 Wil +1 Cun +10 Con ----- def ----- Max.HP +14.00 ---------- misc Infravis +3 Massive two-handed mauls. |
elemental iron greatmaul of crippling (115% power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego++] Arcane/Master Power 115% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit: * Create an explosion dealing 79 fire damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Dmg.mod +7% fire Res.pen +9% fire Massive two-handed mauls. |
flaming iron greatsword of daylight (115% power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 115% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 light Against +12% Undead On Hit.r1 +7 fire Massive two-handed swords. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Relgurab (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Spell.crit +1% Crit.mult +10.00% Spell.pwr +5 (+2 eff.) Melee Ret 6 arcane ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +11% cold Spell.save +3 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robes of Deflection (0 def, 7 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Armour +7 Hardiness +30% Resists +7% all On Spell Hit: 4% Evasion 1 This set of robes seems to shine with metallic colors. |
blood-soaked pair of rough leather boots of phasing (0 def, 1 armour)2.0 T1 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Mag +3 Wil dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Apr +3 ----- def ----- Armour +1 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
Lustreveil (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +6% acid Res.pen +5% light ----- def ----- Armour +1 Fatigue +1% Resists +15% acid ---------- misc Light +2 A cap made of leather. |
insulating iron helm of the depths (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +5% fire +6% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+6 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Coral Spray (8 def, 8 armour, 117% power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
iron shield of acid resistance (+15%) (0 def, 2 armour, 102% power, 20.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 102% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 While equipped: ----- def ----- Armour +2 Fatigue +8% Resists +15% acid ---------- misc Talents +1 Block Handheld deflection devices. |
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. |
sapper's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str dps ---------- Acc +3 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +5 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 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. |
Rod of Annulment (1/1)2.0 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 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. |
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. |
iron torque of gale force [power 105] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 119 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
innervating elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to reduce fatigue by 25% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Achievements
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Imirohi the Cornac Sun Paladin level 21
45th Haze 122nd year of Ascendancy at 22:24 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Imirohi the Cornac Sun Paladin level 9
7th Flare 122nd year of Ascendancy at 08:59 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Imirohi the Cornac Sun Paladin level 21
45th Haze 122nd year of Ascendancy at 22:15 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Imirohi the Cornac Sun Paladin level 10
24th Dusk 122nd year of Ascendancy at 23:00 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Imirohi the Cornac Sun Paladin level 20
17th Haze 122nd year of Ascendancy at 02:09 see stats
Lost in translation (Nightmare (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Imirohi the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 14:33 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Imirohi the Cornac Sun Paladin level 8
3rd Mirth 122nd year of Ascendancy at 05:33 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Imirohi the Cornac Sun Paladin level 8
5th Mirth 122nd year of Ascendancy at 00:11 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Imirohi the Cornac Sun Paladin level 18
10th Haze 122nd year of Ascendancy at 23:22 see stats
Log
You don't see how to get there...
Today is the 46th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 06:16.





























































































