
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Curse Levels 1.7.0Adds game options related to equipment curses and cursed auras from the Defiling Touch talent:
Also adds a tooltip to Defiling Touch's Cursed Aura Selection dialog, showing the effect of each curse if you select it. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Herald of the Herald 1.7.0Adds a display particle for the Nihil effect from the Forbidden Cults DLC, indicating the number of detrimental magical effects that have been applied since Nihil was gained and thus progress toward summoning a Herald of Oblivion. Also available as part of the ZOmnibus Addon Pack. 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:
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:
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.
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 Better Item Description 1.7.2This 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 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. Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Demonologist |
| Level / Exp | 13 / 17% |
| Size | big |
| Lifes / Deaths | Killed by Lisolaith the giant blue ant at level 9 on the 8th Flare 122nd year of Ascendancy at 18:08 0 / 5Killed by Emelobrekira the slumbering great wolf at level 12 on the 61st Dusk 122nd year of Ascendancy at 20:33 Killed by Salanor the treant at level 12 on the 63rd Dusk 122nd year of Ascendancy at 04:44 Killed by bloated ooze at level 12 on the 63rd Dusk 122nd year of Ascendancy at 08:37 Killed by Emodhevena the treant at level 13 on the 63rd Dusk 122nd year of Ascendancy at 23:49 |
Primary Stats
| Strength | 39 (base 27) |
| Dexterity | 10 (base 10) |
| Constitution | 17 (base 12) |
| Magic | 38 (base 36) |
| Willpower | 13 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | -31/394 |
| Stamina | 132/156 |
| Vim | 146/225 |
| Healing Factor | 1.262941519274 |
| Regeneration | -10.9308423564 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 23.54677130326 |
| See Invisible | 21.54677130326 |
Offense: Mainhand
| Damage | 55 |
| Accuracy | 29 |
| Crit Chance | 17% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | -4% |
| Mind | -9% |
| Fire | -8% |
| All | -12% |
Offense: Damage Penetration
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 31.36174050493 (81.898876157654%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 35 |
| Physical Save | 22 |
| Spell Save | 20 |
| Mental Save | 14 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 26%( 70%) |
| Physical | + 1%( 70%) |
| Cold | + 20%( 70%) |
| All | 0%( 70%) |
| Darkness | + 3%( 70%) |
| Light | + 9%( 70%) |
| Temporal | + 6%( 70%) |
| Lightning | + 13%( 70%) |
| Fire | + 26%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
| Stun Resistance | 30% |
| Pinning Resistance | 10% |
| Poison Resistance | 12% |
| Silence Resistance | 22% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 194 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 74.03 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 519% 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 Constitution stat. |
Class Talents
| Corruption / Demonic pact | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Infernal combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Doom shield | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Black-magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Effects
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
| detrimental effect | Demon Duck is fed upon by Emodhevena the treant. Fed Upon |
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 |
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 must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Amintir' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +1 Resists +3% lightning +6% temporal +3% nature ---------- misc Stam/turn +0.40 Max.stam +12.00 A pair of boots made of leather. |
| Light source | Tarrytir the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Str dps ---------- Phys.crit +2.0% Dmg.mod +3% mind ----- def ----- Mind.save +5 (+5 eff.) Heal.mod +5% Disarm- +10% ---------- misc Light +3 See.Stealth +7 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | iron helm 'Adykira' (0 def, 9 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +1 Dex +3 Con dps ---------- Phys.crit +2.0% Melee Ret 2 physical ----- def ----- Armour +9 Fatigue +5% Resists +9% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Airbraze (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 fire Dmg.mod +4% fire Res.pen +5% lightning ----- def ----- Armour +1 Resists +5% fire Crit.dmg- 5.00% Spell.save +3 (+1 eff.) HP.reg +4.00 Stun/Frz- +10% 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 | overpowered elm totem of healing [power 170] (19 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 19 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | treant's copper ring of pilfering 0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Acc +8 (+4 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Resists +6% nature +6% blight Poison- +12% Disease- +11% ---------- misc Vim/ret +3.00 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 3 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 84% 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! |
| On fingers | copper ring of arcana (+0.10/turn) 0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +22% ---------- misc Mana/turn +0.10 Vim/ret +2.00 Rings make your fingers look great! |
| Around neck | copper amulet 'Poruvea'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Cun dps ---------- Mind.pwr +10 (+5 eff.) On Hit (Melee): * 10% chance to slow global speed by 41% ----- def ----- Resists +10% lightning +9% light +6% acid Stun/Frz- +20% ---------- misc Max.hate +2.00 Amulets make your neck look great! |
| In main hand | Skullcleaver (20-28 power, 4 apr) 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight ---------- misc Talents +2 Farstrike A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Yaradegund the iron shield (0 def, 2 armour, 10-12 power, 22 block) 7.0 T1 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 10.0 - 12.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +22 While equipped: Stats +6 Str +2 Wil +2 Con ----- def ----- Armour +2 Fatigue +8% Resists +15% acid ---------- misc Talents +3 Fearscape Shift +1 Block Handheld deflection devices. |
| Cloak | Coalkiller the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Melee Ret 2 darkness ----- def ----- Defense +7 (+4 eff.) Resists +9% fire +1% physical Phys.save +6 (+3 eff.) Confus- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Ce'Notha the Cinderwill (20 def, 7 armour) 17.0 T1 massive armor Reqs Massive armour training [Rare] Nature While equipped: ----- def ----- Armour +7 Defense +20 (+10 eff.) Fatigue +22% Resists +3% acid +3% fire +3% darkness Max.HP +24.00 Pinning- +10% ---------- misc Talents +2 Blackice A suit of armour made of metal plates. |
Inventory
wild infusion of the wizard (res 25%; mental; dur 4; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
warrior's steel amulet of willpower (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
copper ring0.1 T1 ring jewelry [Normal] While equipped: Rings make your fingers look great! |
Willowspawner the steel battleaxe (28-41 power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Arcane/Master/Psionic Power 27.5 - 41.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 darkness Against +9% Living On Hit: * 10% chance to slow global speed by 41% * Create an explosion dealing 49 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +12% cold Res.pen +12% cold Melee Ret 6 nature Massive two-handed battleaxes. |
Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Cun 25 [Unique] Master Power 25.0 - 32.5 Physical Uses 65% Dex, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+5 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
steel dagger 'Eilinariwen' (12-15 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Random Unique] Disrupt/Psionic Power 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 mind On Crit.r2 +4 mind On Hit: * 14% chance to reduce all saves and defense by 15 * 13 arcane resource burn * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Cun +1 Wil dps ---------- Dmg.mod +6% acid On Hit (Melee): * 20% chance to reduce armor by 26% Sharp, short and deadly. |
iron longsword (12-18 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Sharp, long, and deadly. |
mossy mindstar of gales (2-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego+] Nature Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +4% lightning +4% cold +6% physical ----- def ----- Defense +7 (+4 eff.) Pinning- +17% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar of resolve (2-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Spell.save +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar of balance (4-5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Phys.save +3 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +4 (+4 eff.) ---------- misc Equi/ret +0.90 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
wyrm's vined mindstar (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego+] Nature Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 3 lightning 4 physical 4 cold 3 fire 2 acid ----- def ----- Resists +3% lightning +3% physical +2% cold +4% acid +3% fire ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+3 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 42.61 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (85). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
cruel elm magestaff of breaching (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Ego+] Arcane/Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning Res.pen +5% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel elm vilestaff (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Ego] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +10.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elm magestaff (13-16 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Ego] Arcane Power 13.0 - 15.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +5 (+2 eff.) Dmg.mod +13% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Filthschism1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid Res.pen +5% acid Melee Ret 4 acid ----- def ----- Resists +6% fire +6% nature +6% cold Spell.save +6 (+3 eff.) A belt that goes around your waist. |
Eilinisemira the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +5 Str +10 Mag +12 Wil dps ---------- Dmg.mod +10% lightning +6% physical +15% mind +16% cold On Hit (Melee): * 10% chance to slow global speed by 41% On Melee Ret: * 6% chance to slow global speed by 41% * 5 arcane resource burn ----- def ----- Resists +9% lightning +8% cold +6% fire +6% mind +11% all Spell.save +6 (+3 eff.) ---------- misc Mana/turn +0.15 Psi/turn +0.24 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Coalblast the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Mag +1 Wil dps ---------- Res.pen +15% darkness +10% acid ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal Crit.dmg- 5.00% ---------- misc See.Invis +6 A cap made of leather. |
Dairilathachik the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +3% mind Melee Ret 2 mind On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Armour +3 Fatigue +5% Resists +3% blight +6% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ebonyfoe the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Mind.crit +3% Mind.pwr +10 (+5 eff.) Dmg.mod +9% darkness ----- def ----- Defense +1 (+1 eff.) Resists +3% darkness ---------- misc Equi/ret +1.10 Psi/ret +0.90 Hate/ret +0.80 A pointy cloth hat, very wizardly... |
Unraldil the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning On Hit (Melee): * 20% chance to slow global speed by 41% * 20 arcane resource burn ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning +3% cold +5% arcane Spell.save +3 (+1 eff.) A pointy cloth hat, very wizardly... |
grounding iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Corpsepunish' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Dex +2 Wil +1 Cun dps ---------- Dmg.mod +6% nature ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Shadetickler' (15 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Crit.mult +5.00% Phys.pwr +5 (+1 eff.) Res.pen +10% darkness +5% cold Apr +1 ----- def ----- Armour +3 Defense +15 (+8 eff.) Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 33.7 Physical damage. If the attack hits, the target is confused (25% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
spellwoven linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) ---------- misc Mana/turn +0.13 A pointy cloth hat, very wizardly... |
prismatic iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +11% light +10% darkness A suit of armour made of mail. |
cleansing cured leather armour of resilience (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +11% nature +11% blight Max.HP +22.00 A suit of armour made of leather. |
demon seed [fire imp] (15, body)0.0 T2 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +2 Fiery Cleansing Demon status: alive (2% life). The seed of a demon. |
demon seed [quasit] (14, body)0.0 T2 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +2 Overpower Demon status: dead (can not be summoned). The seed of a demon. |
demon seed [wretchling] (11, body)0.0 T2 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +2 Acidic Bath Demon status: dead (can not be summoned). The seed of a demon. |
demon seed [fire imp] (12, finger)0.0 T2 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +2.00 Demon status: alive (62% life). The seed of a demon. |
demon seed [fire imp] (10, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +1 Flame Bolts Demon status: dead (can not be summoned). The seed of a demon. |
demon seed [wretchling] (13, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Corrosive Slashes Demon status: alive (0% life). The seed of a demon. |
demon seed [fire imp] (12, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +16% blight +16% fire +16% physical Dmg.red +6 blight +6 fire +6 physical Demon status: alive (27% life). The seed of a demon. |
demon seed [quasit] (14, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: dps ---------- Dmg.mod +14% acid +14% physical +14% blight Res.pen +7% acid +7% physical +7% blight Demon status: alive (6% life). The seed of a demon. |
demon seed [water imp] (12, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: dps ---------- Dmg.mod +13% blight +13% fire +13% darkness Res.pen +6% blight +6% fire +6% darkness Demon status: dead (can not be summoned). The seed of a demon. |
demon seed [wretchling] (14, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +17% acid +17% darkness +17% blight Dmg.red +7 acid +7 darkness +7 blight Demon status: alive (17% life). The seed of a demon. |
iron pickaxe 'Fogwrecker' (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +15% darkness ----- def ----- Defense +5 (+3 eff.) Fatigue -4% Resists +5% arcane +6% light While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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. |
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 100] (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 44 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
cleansing elm wand of lightning storm [power 116] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 10 lightning damage and will be dazed for 1 turn (50 total damage) Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Demon Duck the Ogre Demonologist level 10
55th Dusk 122nd year of Ascendancy at 08:40 see stats
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By Demon Duck the Ogre Demonologist level 6
79th Pyre 122nd year of Ascendancy at 07:40 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Demon Duck the Ogre Demonologist level 10
19th Dusk 122nd year of Ascendancy at 19:57 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Demon Duck the Ogre Demonologist level 9
2nd Dusk 122nd year of Ascendancy at 14:04 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Demon Duck the Ogre Demonologist level 9
4th Dusk 122nd year of Ascendancy at 02:59 see stats
Log
Melee retaliation hits Emodhevena the treant for 2 physical, 2 darkness, 2 physical, 2 darkness (7 total damage).
Emodhevena the treant hits Demon Duck for 27 mind damage.
--------------------------------
Emodhevena the treant is not stunned anymore.
Talent Fearscape Shift is ready to use.
Demon Duck is stunned!
Melee retaliation hits Emodhevena the treant for 1 physical, 1 darkness, 1 physical, 1 darkness (3 total damage).
Emodhevena the treant hits Demon Duck for 39 mind damage.
--------------------------------
Emodhevena the treant speeds up.
Talent Darkfire is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Shield Pummel is ready to use.
Talent Block is ready to use.
Melee retaliation hits Emodhevena the treant for 1 physical, 1 darkness, 1 physical, 1 darkness (3 total damage).
Emodhevena the treant hits Demon Duck for 35 mind damage.
Melee retaliation hits Emodhevena the treant for 1 physical, 1 darkness, 1 physical, 1 darkness (3 total damage).
Emodhevena the treant hits Demon Duck for 30 mind damage.
Melee retaliation hits Emodhevena the treant for 1 physical, 1 darkness, 1 physical, 1 darkness (3 total damage).
Emodhevena the treant hits Demon Duck for 34 mind damage.
--------------------------------
Talent Darkfire is ready to use.
Talent Shield Pummel is ready to use.
Talent Demon Seed is ready to use.
































































































