












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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. Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Items Vault 1.7.0Donators/Buyers bonus! 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: 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! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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 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. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Incantor of Flame 1.7.4Adds the Incantor of Flame, a mage subclass. The Incantor of Flame is a Fire-focused caster and melee shield fighter. Their primary stats are Magic and Strength. Generic: Class: Combat Techniques -Locked- Talent icons from https://game-icons.net Rage Quit 1.7.0Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. 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 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Thalore |
Class | Incantor of Flame |
Level / Exp | 26 / 16% |
Size | big |
Lifes / Deaths | Killed by Glorileda the Thug at level 19 on the 29th Dusk 122nd year of Ascendancy at 19:09 5 / 1 |
Primary Stats
Strength | 75 (base 43) |
Dexterity | 32 (base 18) |
Constitution | 64 (base 12) |
Magic | 75 (base 57) |
Willpower | 46 (base 10) |
Cunning | 53 (base 10) |
Resources
Life | 1066/1066 |
Mana | 445/445 |
Stamina | 255/255 |
Steam | 100/100 |
Healing Factor | 1.4493965053824 |
Regeneration | 5.3157297710437 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 7 |
See Stealth | 55.201822348866 |
See Invisible | 67.201822348866 |
Offense: Mainhand
Damage | 118 |
Accuracy | 49 |
Crit Chance | 34% |
APR | 16 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 57 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Mind | +15% |
Acid | +6% |
Light | +10% |
Cold | +15% |
Lightning | +45% |
Arcane | +39% |
Fire | +61% |
All | 0% |
Offense: Damage Penetration
Fire | +51% |
All | 0% |
Defense: Base
Armour (hardiness) | 76.095324135399 (93.292586063405%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 31 |
Physical Save | 44 |
Spell Save | 40 |
Mental Save | 49 |
Defense: Resistances
Acid | + 16%( 70%) |
Blight | + 16%( 70%) |
Arcane | + 18%( 70%) |
Cold | + 51%( 70%) |
All | + 13%( 70%) |
Lightning | + 26%( 70%) |
Light | + 44%( 70%) |
Temporal | + 28%( 70%) |
Mind | + 16%( 70%) |
Fire | + 71%( 76%) |
Nature | + 38%( 70%) |
Defense: Immunities
Stun Resistance | 48% |
Teleport Resistance | 100% |
Confusion Resistance | 0% |
Pinning Resistance | 40% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 83% |
Inscriptions (3/3)
Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1142% for 10 turns (57 total) and instantly restoring 57 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 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 85 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: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 169 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Spell / Forge | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Fire | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Technique / Shield defense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Wildfire | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Tempered | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Wildfire |
talent | Burning Wake |
talent | Shield Wall |
talent | Chant of Fortitude |
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 failed to protect the lone alchemist from death by Belamira the sick giant white rat. Escort: lone alchemist (level 1 of Heart of the Gloom) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Misdirection (+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 |
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 ice dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. | 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed ritch stinger. * You've found the needed pouch of faeros ash. 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 warg claw. * You've found the needed honey tree root. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +4 Dex +2 Mag dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Apr +4 ----- def ----- Armour +3 Fatigue +2% Crit.chn- 15.00% Phys.save +9 (+3 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% ---------- misc Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 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.(103 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +2 Dex +8 Cun dps ---------- Dmg.mod +6% fire On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Armour +4 Fatigue +4% Resists +7% fire +8% cold Mind.save +12 (+4 eff.) ---------- misc Light +3 See.Invis +12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+4 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Disarm- +80% ---------- misc Talents +3 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +6 Str +4 Mag +3 Con dps ---------- Melee Ret 4 light Blast the opponent's mind dealing 264 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 16.24 cold and 14.12 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 50 power out of 60/60 This azure ring seems to be always moist to the touch. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% Max.HP +22.00 Disarm- +29% Pinning- +25% Knockbk- +20% ---------- misc Max.enc +22 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Str +5 Dex +4 Wil dps ---------- Dmg.mod +9% arcane +15% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 24 ----- def ----- Resists +3% fire +5% arcane +3% mind Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 162% Range: 1.4x Uses 20% Mag, 90% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +17.0% Atk.spd 100% While equipped: Stats +4 Str +8 Mag dps ---------- Spell.crit +9% Spell.pwr +25 (+7 eff.) Dmg.mod +30% lightning +30% fire +30% arcane ---------- misc Light +1 On Spell Hit: 12% Lightning 5 On Spell Hit: 12% Flame 5 On Spell Hit: 12% Manathrust 5 Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. This item has been sent to the Item's Vault. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +6% acid +12% fire Melee Ret 10 acid ----- def ----- Resists +9% nature +3% acid Phys.save +10 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In off hand | ![]() 7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 104% Range: 1.2x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +41 On Crit.r2 +12 light +14 fire While equipped: dps ---------- On shield block: * Deals 144 light and fire damage to each enemy blocked ----- def ----- Armour +4 Fatigue +8% Resists +5% light +6% fire ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+0 eff.) Resists +10% nature +10% cold Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T3 massive armor Reqs Massive armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Wil +5 Cun +6 Con ----- def ----- Armour +16 Fatigue +22% Resists +17% temporal Mind.save +12 (+4 eff.) ---------- misc Max.mana +60.00 A suit of armour made of metal plates. |
Inventory
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Crit.mult +11.00% Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) Dmg.mod +6% blight +5% fire ----- def ----- Mind.save +5 (+2 eff.) Confus- +10% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+7 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +21.00 Disarm- +20% Pinning- +24% Knockbk- +21% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +21 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% arcane ----- def ----- Resists +10% arcane Phys.save +7 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Cun dps ---------- Melee Ret 4 cold ----- def ----- Defense +8 (+4 eff.) Resists +6% blight +1% physical +5% arcane +15% lightning Confus- +20% Rings make your fingers look great! |
![]() 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 121% Range: 1.4x Uses 100% Str Dmg Physical 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 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. |
![]() 3.0 T2 waraxe 1H weapon [Ego++] Nature/Master Power 108% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Str +3 Dex +3 Mag +4 Wil +5 Cun +4 Con dps ---------- Phys.crit +6.0% One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Random Unique] Arcane/Nature Power 137% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +14 light +12 blight Against +10% Undead On Crit.r2 +11 acid +17 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 96 damage While equipped: Stats +7 Dex dps ---------- Res.pen +17% acid +13% nature Apr +13 ----- def ----- Crit.chn- 15.00% One-handed war axes. |
![]() 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 Mastery Weapons Mastery 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. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +17 Defense +2 (+1 eff.) Fatigue +7% Phys.save +6 (+2 eff.) A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +6 Str +1 Mag dps ---------- Crit.mult +10.00% Mind.pwr +15 (+6 eff.) ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +8% physical +13% darkness +17% cold Max.HP +34.00 HP.reg +1.00 Heal.mod +14% ---------- misc Light +1 Track: Puts all charms on 25 cooldown Level 4.5 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 7 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Wil +1 Mag dps ---------- Melee Ret 4 temporal ----- def ----- Armour +6 Resists +6% fire +3% temporal ---------- misc Infravis +2 Create a temporary shield that absorbs 176 damage Puts all charms on 25 cooldown A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Spell.save +5 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Master/Psionic While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +5.0% Mind.crit +10% Phys.pwr +10 (+2 eff.) Mind.pwr +6 (+3 eff.) Melee Ret 2 cold On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Resists +6% blight +3% fire Phys.save +11 (+4 eff.) Spell.save +16 (+5 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Arcane While equipped: ----- def ----- Defense +1 (+0 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +9% light On Hit (Melee): * 10% chance to slow global speed by 50% ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +2% Phys.save +3 (+1 eff.) Die.at -40.00 life Max.HP +20.00 Disengage: Puts all charms on 13 cooldown Level 4.5 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 119% 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. |
![]() 1.0 T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +8 Dex +3 Mag +9 Cun dps ---------- Dmg.mod +18% nature Acc +22 (+7 eff.) Apr +7 ----- def ----- Armour +3 Resists +3% acid +8% darkness +6% nature +9% light ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +4 Fatigue +3% Resists +12% blight +6% light Blind- +10% Stun/Frz- +20% Knockbk- +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% fire Res.pen +5% fire +5% temporal ----- def ----- Armour +5 Fatigue +3% Resists +9% temporal +3% fire Mind.save +19 (+6 eff.) Max.HP +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Unique] Nature While equipped: dps ---------- Melee+ 10 acid Dmg.mod +10% acid +10% nature +10% lightning ----- def ----- Armour +2 Defense +4 (+2 eff.) Resists +10% acid +10% nature +10% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Foul smelling gauntlets made from hardened hydra leather. |
![]() 2.0 T1 head armor [Ego+] Master/Psionic While equipped: Stats +1 Cun +4 Wil dps ---------- Mind.crit +4% ----- def ----- Defense +1 (+0 eff.) Phys.save +5 (+2 eff.) Mind.save +13 (+4 eff.) Hateful Whisper: Puts all charms on 13 cooldown Level 4.5 Pwr.cost 13 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 143 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.6 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 32% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Defense +15 (+7 eff.) Fatigue +1% Resists +3% lightning Spell.save +3 (+1 eff.) Mind.save +3 (+1 eff.) Heal.mod +5% Pinning- +20% Skullcracker: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 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 275.9 Physical damage. If the attack hits, the target is confused (35% effect) for 6 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 cap made of leather. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +5% physical ----- def ----- Armour +3 Fatigue +5% Resists +7% cold Phys.save +12 (+4 eff.) ---------- misc Max.stam +30.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +21% darkness Res.pen +20% acid ----- def ----- Resists +3% darkness ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind Melee Ret 11 fire ----- def ----- Resists +6% fire ---------- 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. |
![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 123.00 darkness damage (based on Mindpower and charge). Uses 9 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 0.0 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. |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Dex dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +6% nature ----- def ----- Defense +5 (+2 eff.) Resists +10% nature +6% acid Confus- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +9% lightning +12% darkness Res.pen +10% lightning On Hit (Melee): * 20% chance to reduce armor by 37% ----- def ----- Fatigue -5% Resists +12% acid While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
Achievements
By Roran the Thalore Incantor of Flame level 20
50th Dusk 122nd year of Ascendancy at 10:43 see stats
By Roran the Thalore Incantor of Flame level 23
54th Dusk 122nd year of Ascendancy at 17:22 see stats
By Roran the Thalore Incantor of Flame level 10
6th Mirth 122nd year of Ascendancy at 10:17 see stats
By Roran the Thalore Incantor of Flame level 20
30th Dusk 122nd year of Ascendancy at 01:56 see stats
By Roran the Thalore Incantor of Flame level 23
41st Haze 122nd year of Ascendancy at 10:03 see stats
By Roran the Thalore Incantor of Flame level 20
36th Dusk 122nd year of Ascendancy at 19:34 see stats
By Roran the Thalore Incantor of Flame level 8
3rd Mirth 122nd year of Ascendancy at 11:25 see stats
By Roran the Thalore Incantor of Flame level 13
3rd Summertide 122nd year of Ascendancy at 15:30 see stats
By Roran the Thalore Incantor of Flame level 17
12nd Dusk 122nd year of Ascendancy at 14:31 see stats
Log
You collect a new ingredient: lump of iron (1).
You gain 1.17 gold from the melting of iron mace of erosion (108% power, 2 apr).
You collect a new ingredient: lump of steel (1).
You gain 3.19 gold from the melting of balanced steel longsword of massacre (120% power, 3 apr).
You collect a new ingredient: lump of iron (1).
You gain 15.00 gold from the melting of Overcutter (107% power, 12 apr).
You collect a new ingredient: lump of iron (1).
You gain 0.25 gold from the melting of iron greatmaul (119% power, 1 apr).
You gain 5.48 gold from the melting of yew bonestaff of war (133% power, 4 apr, cold element).
You collect a new ingredient: stack of herbs (viperweed) (5).
You gain 1.00 gold from the melting of wild infusion (res 18%; magical; dur 2; cd 15).
You collect a new ingredient: stack of herbs (viperweed) (5).
You gain 0.68 gold from the melting of regeneration infusion (heal 60; 15 cd).
You collect a new ingredient: stack of herbs (viperweed) (5).
You gain 6.19 gold from the melting of heroism infusion of the titan (die at -638; dur 5; cd 31).
You collect a new ingredient: stack of herbs (sessali) (5).
You gain 3.28 gold from the melting of heroism infusion (die at -128; dur 6; cd 31).
There is a way to the next level here (press '' or right click to use).
You feel very confident walking into this place.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 8 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a Temporal Rift here (press '' or right click to use).
Ran for 33 turns (stop reason: at exit).