
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Go to Landmark 1.7.4Stop automatic talent usage when using movement infusion 1.7.6Stop automatic talent usage when using movement infusion/step up/..., and restore automatic talent usage after that. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
Ashes of Urh'Rok 1.7.4Official Expansion!Embers of Rage 1.7.4Official Expansion!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. 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 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Archmage |
| Level / Exp | 25 / 10% |
| Size | medium |
| Lifes / Deaths | Killed by Bethebeth the skeleton warrior at level 25 on the 54th Haze 122nd year of Ascendancy at 18:42 5 / 1 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 69 (base 55) |
| Willpower | 58 (base 51) |
| Cunning | 18 (base 11) |
Resources
| Life | 382/382 |
| Mana | 508/508 |
| Healing Factor | 1.0283363011315 |
| Regeneration | 4.3704292798089 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666666% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 15 |
| Crit Chance | 7% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +13% |
| Lightning | +17% |
| Cold | +17% |
| All | +7% |
Offense: Damage Penetration
| Lightning | +10% |
| Mind | +30% |
| Cold | +5% |
Defense: Base
| Armour (hardiness) | 9 (30%) |
| Defense | 19 |
| Ranged Defense | 19 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 44 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 58%( 70%) |
| Cold | + 18%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 64%( 70%) |
| Light | + 12%( 70%) |
| Mind | + 19%( 70%) |
| Darkness | + 20%( 70%) |
| Fire | + 14%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Confusion Resistance | 23% |
| Instadeath Resistance | 100% |
| Stun Resistance | 62% |
| Poison Resistance | 12% |
| Silence Resistance | 69% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 257 damage for 3 turns. Its effects scale with your Magic 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: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 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 1093% for 10 turns (66 total) and instantly restoring 55 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
| Spell / Temporal | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 3/5 |
| 3/5 |
| 4/5 |
| 1/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by Vanteran. Escort: injured seer (level 1 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Vanteran. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)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 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 Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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. * '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.' * You've found the needed skeleton mage skull. | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of rough leather boots of rushing (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Con defense ------ Armor +1 Silence Resist +21% Confus Resist +23% Stun Resist +22% Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 7 Cooldown: 30 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | Belodabeth1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +2 Cun +3 Dex offense ------ Physical Crit +1.0% Critical power +15.00% Damage +6% physical defense ------ Unlife -20.00 life Life +56.00 other ------- Max stamina +30.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 36.08 to 108.24 lightning damage (72.16 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| Tool | Quenchdredge the iron pickaxe (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Ignore resists +5% cold defense ------ Armor +2 Fatigue -4% Resistance +3% light Life +20.00 Stun Resist +20% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | wizard's steel ring of arcana (+0.10/turn)0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag defense ------ Spell save +4 (+1 eff.) Silence Resist +28% other ------- Mana/turn +0.10 Rings make your fingers look great! |
| On fingers | Nustir the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +2 Dex offense ------ Ignore resists +10% mind Accuracy +5 (+4 eff.) defense ------ Armor +4 Resistance +8% blight +6% fire +8% nature +15% acid Poison Resist +12% Disease Resist +13% Silence Resist +20% Rings make your fingers look great! |
| Around waist | noble's rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil offense ------ Against +17% Summoned defense ------ Resistance +6% blight Resist Against +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In main hand | Penitence (111% power, 4 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane/Nature Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Nature Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +15 (+5 eff.) defense ------ Resistance +40% blight +30% lightning Affinity +20% lightning Spell save +15 (+5 eff.) Disease Resist +50% other ------- Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
| On hands | Shimmersteel (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Critical power +5.00% Ignore resists +20% mind +10% lightning When Hit 4 lightning defense ------ Armor +2 Resistance +9% lightning Mind save +12 (+4 eff.) Life Regen +4.00 other ------- Stamina/turn +0.70 Max stamina +21.00 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. |
| Main armor | dreamer's woollen robe of power (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Spellpower +12 (+4 eff.) Damage +7% all defense ------ Resistance +12% darkness +11% mind +9% all Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +20 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Layowyn (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: defense ------ Defense +1 (+1 eff.) Resistance +6% nature Crit Resistance 5.00% Physical save +3 (+1 eff.) Unlife -40.00 life Life +32.00 Disarm Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% lightning Stun Resist +20% Amulets make your neck look great! |
Inventory
heroism infusion of the warrior (die at -209; dur 6; cd 29)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 29 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -209 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 209 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 647%; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 647% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 529%; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 529% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 19%; physical; dur 3; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
blink rune (range 4; phase 12; cd 16)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 4 Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 59; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 59 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Hanudin the Flarelace0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: offense ------ Critical power +13.00% Spellpower +7 (+3 eff.) Damage +7% blight +8% fire +6% arcane Ignore resists +25% blight +5% fire When Hit 4 arcane other ------- Mana-on-crit +2.00 Vim-on-crit +2.00 Amulets make your neck look great! |
mindweaver's gold amulet of magic (+3)0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +3 Wil offense ------ Mindpower +10 (+5 eff.) defense ------ Mind save +5 (+2 eff.) Confus Resist +18% Amulets make your neck look great! |
warrior's copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +6% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
warrior's steel amulet of manastreaming0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +2 Mag offense ------ Spellpower/crit +3 defense ------ Resistance +6% physical other ------- Stamina/turn +0.30 Mana/turn +0.13 Max mana +24.00 Amulets make your neck look great! |
copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Physical Power +6 (+6 eff.) Spellpower +5 (+2 eff.) Mindpower +6 (+3 eff.) Rings make your fingers look great! |
copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Blind Resist +20% other ------- Infravision +4 See Stealth +6 See Invisibility +5 Rings make your fingers look great! |
mule's copper ring of light (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Damage +11% light defense ------ Fatigue -5% Resistance +22% light other ------- Encumbrance +20 Rings make your fingers look great! |
psionicist's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil defense ------ Mind save +12 (+4 eff.) Confus Resist +24% Rings make your fingers look great! |
steel ring of power0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: offense ------ Physical Power +5 (+5 eff.) Spellpower +6 (+2 eff.) Mindpower +6 (+3 eff.) Rings make your fingers look great! |
acidic steel battleaxe of massacre (136% power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Ego] Arcane/Master Weapon Damage 137% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 145 damage over 5 turns and reducing armor and accuracy by 19 Massive two-handed battleaxes. |
flaming dwarven-steel dagger of daylight (118% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane Weapon Damage 119% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +11 light Damage Against +10% Undead On-Hit, radius 1 +11 fire Sharp, short and deadly. |
Chamoleg the Stormknight (125% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Rare] Master Weapon Damage 125% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +20 lightning On-Hit, radius 1 +20 arcane While equipped: offense ------ Ignore resists +25% fire Accuracy +10 (+7 eff.) When Hit 4 fire defense ------ Defense +10 (+5 eff.) Disarm Resist +39% Massive two-handed swords. |
Plague-Fire Sceptre (127% power, 4 apr, physical element)5.0 Encumbrance T3 staff 1H weapon [Unique] Arcane Weapon Damage 127% Range: 1.0x-1.2x Uses 125% Mag Damage Fire Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +27 (+9 eff.) Damage +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 15 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
elm starstaff of invocation (100% power, 2 apr, physical element)5.0 Encumbrance T1 staff 2H weapon [Ego+] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +9 (+3 eff.) Spellpower/crit +5 Damage +10% physical other ------- Talents +1 Command Staff Conjure elemental energy in a radius 2 cone, dealing 22.31 to 26.77 physical damage Puts all charms on 8 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
shimmering yew magestaff (120% power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +20% fire other ------- Mana/turn +0.12 Max mana +35.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of power (120% power, 4 apr, temporal element)5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +15 (+5 eff.) Damage +20% temporal other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Bethyldara the dwarven-steel waraxe (119% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Rare] Master Weapon Damage 120% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +3 Dex offense ------ Physical Crit +5.0% Physical Power +10 (+8 eff.) Combat Speed +10% Damage +12% physical Accuracy +13 (+8 eff.) defense ------ Resistance +15% mind +2% physical One-handed war axes. |
dwarven-steel waraxe 'Brandravage' (125% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Rare] Master Weapon Damage 126% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-crit, radius 2 +20 cold While equipped: Stats +3 Dex offense ------ Combat Speed +10% Damage +12% mind +9% fire Ignore resists +15% mind Accuracy +6 (+5 eff.) defense ------ Resistance +12% mind One-handed war axes. |
Hendur the Frigidmaster1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Mag offense ------ Damage +9% cold When Hit 2 cold defense ------ Life +30.00 other ------- Infravision +3 A belt that goes around your waist. |
rough leather belt of the mystic1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: offense ------ Spellpower +3 (+1 eff.) defense ------ Mind save +5 (+2 eff.) A belt that goes around your waist. |
Cracklewish (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: offense ------ Damage +14% nature defense ------ Resistance +15% lightning +6% acid +21% nature +15% cold +5% arcane +11% all Spell save +12 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Worm of light (+16%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane While equipped: offense ------ Damage +11% light defense ------ Resistance +16% light +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Nusin' (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +3 Cun +1 Dex offense ------ Damage +10% lightning When Hit 2 mind defense ------ Resistance +15% lightning +7% all other ------- Max hate +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+1 eff.) defense ------ Resistance +7% all Mind save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blasthunger (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +6% lightning +21% cold Ignore resists +15% lightning defense ------ Armor +1 Resistance +6% lightning +6% temporal other ------- See Invisibility +3 A pair of boots made of leather. |
Urerab the Flameslice (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Mag offense ------ When Hit 8 physical 2 fire defense ------ Armor +1 Resistance +6% lightning +5% temporal other ------- Light +1 A pair of boots made of leather. |
insulating pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Resistance +5% fire +5% cold A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Blazevenom (5 def, 4 armour)3.0 Encumbrance T3 head armor Reqs - Heavy armour training [Rare] Nature While equipped: Stats +8 Lck offense ------ Physical Crit +5.0% Spell Crit +4% Mind Crit +4% Accuracy +10 (+7 eff.) Ignore Armor +2 defense ------ Armor +4 Defense +5 (+3 eff.) Fatigue +4% Resistance +12% lightning +6% cold Physical save +12 (+6 eff.) Unlife -80.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Rogue Plight (6 def, 7 armour)9.0 Encumbrance T3 light armor Reqs Str 22 [Unique] Master While equipped: Stats +5 Wil +4 Con defense ------ Armor +7 Defense +6 (+3 eff.) Fatigue +7% Resistance +35% nature Crit Resistance 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
Lightwalker (0 def, 18 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Rare] Master While equipped: offense ------ Critical power +5.00% Mindpower +25 (+11 eff.) Damage +6% light +12% mind defense ------ Armor +18 Fatigue +22% Resistance +3% light other ------- Psi when Hit +0.16 Max hate +4.00 A suit of armour made of metal plates. |
4 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
243 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
8 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 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. |
3 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical 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. |
Dayblood the dwarven-steel pickaxe (dig speed 30 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +5 Str +2 Wil +4 Cun +2 Con offense ------ Damage +3% light Ignore resists +20% mind When Hit 4 light On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 25 other ------- Hate-on-crit +4.00 Light +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
12 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
alchemist's lamp of health1.0 Encumbrance T3 lite [Ego] Nature While equipped: defense ------ Life +44.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +44.00 other ------- Light +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. |
The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
dwarven-steel torque of clear mind [power 2] (25 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of mindblast 'Blizzardbrand' [power 220] (15 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +2 Con +7 Mag offense ------ Ignore resists +15% blight +25% cold Blast the opponent's mind dealing 235 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
evasive ash totem of stinging [power 170] (15 cooldown)2.0 Encumbrance T2 totem charm [Ego+] Nature Sting an enemy dealing 182 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of stinging [power 236] (15 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Sting an enemy dealing 253 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Vanteran the Shalore Archmage level 22
77th Dusk 122nd year of Ascendancy at 14:00 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Vanteran the Shalore Archmage level 20
53rd Dusk 122nd year of Ascendancy at 13:48 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Vanteran the Shalore Archmage level 24
46th Haze 122nd year of Ascendancy at 17:51 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Vanteran the Shalore Archmage level 10
10th Mirth 122nd year of Ascendancy at 20:07 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Vanteran the Shalore Archmage level 20
43rd Dusk 122nd year of Ascendancy at 10:43 see stats
Orbituary (Nightmare (Adventure) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Vanteran the Shalore Archmage level 3
75th Pyre 122nd year of Ascendancy at 10:00 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Vanteran the Shalore Archmage level 22
73rd Dusk 122nd year of Ascendancy at 14:47 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Vanteran the Shalore Archmage level 9
7th Mirth 122nd year of Ascendancy at 13:05 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Vanteran the Shalore Archmage level 23
38th Haze 122nd year of Ascendancy at 12:44 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Vanteran the Shalore Archmage level 23
38th Haze 122nd year of Ascendancy at 12:34 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Vanteran the Shalore Archmage level 18
32nd Dusk 122nd year of Ascendancy at 11:49 see stats
Log
Rune: Manasurge is still on cooldown for 4 turns.
Rune: Manasurge is still on cooldown for 3 turns.
Rune: Manasurge is still on cooldown for 2 turns.
Rested for 4 turns (stop reason: hostile spotted to the north (fire drake hatchling)).
Vanteran casts Chain Lightning.
Vanteran hits Fire drake hatchling for 208 lightning damage.
Talent Rune: Manasurge is ready to use.
Vanteran hits Fire drake hatchling for 18 lightning damage.
Vanteran killed Fire drake hatchling!
Resting starts...
Vanteran starts to surge mana.
Talent Chain Lightning is ready to use.
Rested for 9 turns (stop reason: taken damage).
Something hits Vanteran for 213 darkness damage.
Resting starts...
Vanteran stops surging mana.
Rested for 1 turns (stop reason: taken damage).
Bethebeth the skeleton warrior's River of Souls hits Vanteran for 162 darkness damage.
Bethebeth the skeleton warrior's River of Souls hits Vanteran for 162 darkness damage.
Vanteran the level 25 shalore archmage was shadowed to death by Bethebeth the skeleton warrior on level 1 of Dreadfell.
You have 5 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Bethebeth the skeleton warrior's River of Souls killed Vanteran!
Saving game...
Saving done.








































































































