










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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. 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:
Quality of Life Pack 1.7.4An assortment of quality of life modifications too insignificant to be standalone. Removed collapsible walls in the Sandworm Lair. (restoring auto-explore) Changed the layout of the city Shatur to be more open and less annoying to move around in. Changed the Dwarf's starting zone boss to die after killing one summon instead of ten. Characters that have won the game are far more likely to trigger the special farportal events. 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:
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 More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Cultist of Entropy |
| Level / Exp | 27 / 87% |
| Size | medium |
| Lifes / Deaths | Killed by war hound at level 2 on the 75th Pyre 122nd year of Ascendancy at 03:38 0 / 8Killed by elven tempest at level 24 on the 66th Haze 122nd year of Ascendancy at 18:00 Killed by Grand Corruptor at level 24 on the 67th Haze 122nd year of Ascendancy at 20:00 Killed by Nerolranor the rattlesnake at level 24 on the 72nd Haze 122nd year of Ascendancy at 10:27 Killed by elven corruptor at level 27 on the 9th Decay 122nd year of Ascendancy at 15:49 Killed by elven blood mage at level 27 on the 9th Decay 122nd year of Ascendancy at 16:32 Killed by elven blood mage at level 27 on the 9th Decay 122nd year of Ascendancy at 17:12 Killed by elven cultist at level 27 on the 10th Decay 122nd year of Ascendancy at 00:19 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 22 (base 10) |
| Constitution | 37 (base 31) |
| Magic | 74 (base 58) |
| Willpower | 51 (base 10) |
| Cunning | 64 (base 34) |
Resources
| Life | -145/438 |
| Insanity | 97/100 |
| Vim | 214/214 |
| Healing Factor | 1.4141015905905 |
| Regeneration | 1.7676269882382 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 6 |
| See Stealth | 11 |
| See Invisible | 14 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 16 |
| Crit Chance | 19% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 56 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Mind
| Mindpower | 52 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +24% |
| Mind | +3% |
| All | 0% |
| Lightning | +6% |
| Light | +17% |
| Darkness | +53% |
| Cold | +15% |
| Fire | +5% |
| Nature | +15% |
Offense: Damage Penetration
| Cold | +15% |
| Arcane | +10% |
| Light | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 30.421472147708 (48.304188961773%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 34 |
| Mental Save | 33 |
Defense: Resistances
| Lightning | + 39%( 70%) |
| Light | + 28%( 70%) |
| Temporal | + 25%( 70%) |
| Darkness | + 36%( 70%) |
| Arcane | + 22%( 70%) |
| Fire | + 25%( 70%) |
| All | + 18%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 10% |
| Poison Resistance | 20% |
| Stun Resistance | 79% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 470 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 738% 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 Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 16% for 3 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
| Demented / Oblivion | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Demented / Madness | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Rift | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Void | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Demented / Doom | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Calamity | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Revelation |
| talent | Twofold Curse |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)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 Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution 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 fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 131. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed vial of elder vampire blood. You have aided Agrimley the hermit in creating an elixir of focus. 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 vial of wight ectoplasm. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed xorn fragment. | 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within | active |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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 | Taintcrack (5 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Cun +6 Dex dps ---------- Dmg.mod +15% nature On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Defense +5 (+2 eff.) Resists +9% temporal A pair of boots made of leather. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Max.HP +42.00 Heal.mod +11% ---------- 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. |
| On head | Betuyada (2 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +1 Dex +5 Mag +10 Wil +6 Cun dps ---------- Spell.pwr +3 (+1 eff.) Mind.pwr +4 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +9% lightning Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +6 See.Stealth +11 See.Invis +14 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 4.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle slows incoming projectiles by 60% and attempts to push all creatures other than yourself out of its radius, inflicting 13.96 light damage and 18.26 darkness damage per turn as it does so. The circle lasts 7 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | Eclipsestrider [power 278] (15 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: Stats +5 Wil dps ---------- Dmg.mod +3% arcane On Hit (Melee): * 20% chance to reduce damage dealt by 26% ---------- misc Max.vim +10.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 58 lightning damage and will be dazed for 1 turn (294 total damage) Puts all charms on 15 cooldown 100% to increase all damage penetration by 18% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | conjurer's gold ring of perseverance0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +8 (+3 eff.) ----- def ----- HP.reg +1.00 Stun/Frz- +28% Rings make your fingers look great! |
| On fingers | gold quartz ring0.1 T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +12 Cun +11 Wil dps ---------- Phys.pwr +11 (+5 eff.) Spell.pwr +11 (+4 eff.) Mind.pwr +26 (+8 eff.) Dmg.mod +3% light +15% cold Res.pen +5% light ----- def ----- Resists +9% light Stun/Frz- +30% Rings make your fingers look great! |
| Around waist | noble's rough leather belt1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +17% Summoned ----- def ----- D.Red.from +15% Summoned A belt that goes around your waist. |
| In main hand | Iceking the ash vilestaff (15-18 power, 3 apr, darkness element)3.0 T2 staff 1H weapon [Random Unique] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Crit.mult +12.00% Spell.pwr +6 (+2 eff.) S.pwr/crit +3 Dmg.mod +15% darkness +9% arcane Res.pen +15% cold ----- def ----- Resists +5% arcane Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | hardened leather gloves 'Torosakor' (0 def, 4 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 fire Dmg.mod +5% fire ----- def ----- Armour +4 Resists +3% light +8% fire Phys.save +9 (+4 eff.) Heal.mod +10% Poison- +20% Silence- +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. |
| Main armor | Eilinulle the Cracklesever (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Mag +6 Wil +2 Cun dps ---------- Spell.crit +7% Spell.pwr +7 (+2 eff.) Dmg.mod +6% lightning +29% darkness +14% light +12% arcane Res.pen +10% arcane Melee Ret 6 lightning ----- def ----- Resists +6% lightning +22% darkness +11% all ---------- misc Mana/turn +0.10 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Anarekor the Unlightwyrd (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +9% darkness +3% mind ----- def ----- Defense +1 (+0 eff.) ---------- misc Max.psi +50.00 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 amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +11% lightning Stun/Frz- +21% Amulets make your neck look great! |
Inventory
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
marksman's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% lightning Acc +4 (+3 eff.) ----- def ----- Resists +22% lightning Rings make your fingers look great! |
sneakthief's copper ring of perseverance0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +5 (+4 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
wizard's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Spell.save +6 (+3 eff.) Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring of clarity0.1 T2 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +7 (+4 eff.) Confus- +28% Rings make your fingers look great! |
steel ring of power0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+1 eff.) Rings make your fingers look great! |
gold quartz ring0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
gold ring0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
sneakthief's gold ring of luminosity0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +2 Mag +6 Cun dps ---------- Melee+ 13 light Ranged+ 17 light Dmg.mod +12% light Acc +7 (+5 eff.) Rings make your fingers look great! |
elven-wood starstaff (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Normal] Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+4 eff.) Dmg.mod +25% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
chilling stralite greatmaul of rage (54-81 power, 3 apr)5.0 T4 greatmaul 2H weapon Reqs Str 35 [Ego+] Arcane/Master Power 54.0 - 81.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +17 cold While equipped: Stats +7 Str dps ---------- Dmg.mod +17% physical Acc +10 (+6 eff.) Massive two-handed mauls. |
dwarven-steel greatsword (37-59 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Normal] Power 37.0 - 59.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
chilling dwarven-steel waraxe (23-32 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane Power 23.0 - 32.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +14 cold One-handed war axes. |
flaming stralite waraxe (35-49 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego] Arcane Power 35.0 - 49.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit.r1 +9 fire One-handed war axes. |
balanced dwarven-steel dagger of massacre (26-33 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Master Power 25.5 - 33.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Acc +8 (+5 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +22% Sharp, short and deadly. |
icy dwarven-steel shield (0 def, 6 armour, 71.5 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 14 cold Melee Ret 5 ice ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
dreamer's silk robe of alchemy (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Dmg.mod +7% acid +6% physical +10% fire +10% cold ----- def ----- Resists +10% acid +14% physical +14% darkness +10% cold +16% fire +13% mind +13% all Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +32 (+13 eff.) ---------- misc Cooldown Refit Golem -2 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Normal] While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of lightning resistance (3 def, 13 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +13 Defense +3 (+1 eff.) Fatigue +12% Resists +18% lightning A suit of armour made of mail. |
Lelutokath (0 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: Stats +4 Mag +4 Cun +2 Con dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +9% blight ----- def ----- Armour +3 Resists +9% blight ---------- misc Infravis +3 A pair of boots made of leather. |
Aeruda the Nightwrack (0 def, 11 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 26% ----- def ----- Armour +11 Fatigue +3% Resists +12% light +14% darkness Spell.save +18 (+8 eff.) Knockbk- +10% Teleport- +20% A cap made of leather. |
4 onyx0.0 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. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
watchleader's alchemist's lamp of focus1.0 T3 lite [Ego+] Master/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +8% mind ----- def ----- Blind- +20% Confus- +13% ---------- misc Light +8 See.Stealth +8 See.Invis +7 Track: Puts all charms on 40 cooldown Level 5.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By give me generics fucko the Cornac Cultist of Entropy level 24
67th Haze 122nd year of Ascendancy at 22:13 see stats
Bringer of Doom
Killed a Bringer of Doom.By give me generics fucko the Cornac Cultist of Entropy level 23
57th Haze 122nd year of Ascendancy at 08:54 see stats
Earth Master
Killed Harkor'Zun.By give me generics fucko the Cornac Cultist of Entropy level 21
46th Haze 122nd year of Ascendancy at 11:07 see stats
Exterminator
Killed 1000 creatures.By give me generics fucko the Cornac Cultist of Entropy level 18
24th Dusk 122nd year of Ascendancy at 11:08 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By give me generics fucko the Cornac Cultist of Entropy level 24
58th Haze 122nd year of Ascendancy at 06:46 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By give me generics fucko the Cornac Cultist of Entropy level 21
22nd Haze 122nd year of Ascendancy at 10:02 see stats
Level 10
Got a character to level 10.By give me generics fucko the Cornac Cultist of Entropy level 10
4th Mirth 122nd year of Ascendancy at 10:05 see stats
Level 20
Got a character to level 20.By give me generics fucko the Cornac Cultist of Entropy level 20
19th Haze 122nd year of Ascendancy at 16:25 see stats
Poisonous
Sided with the assassin lord.By give me generics fucko the Cornac Cultist of Entropy level 19
50th Dusk 122nd year of Ascendancy at 00:29 see stats
That was close
Killed your target while having only 1 life left.By give me generics fucko the Cornac Cultist of Entropy level 19
52nd Dusk 122nd year of Ascendancy at 04:28 see stats
The Arena
Unlocked Arena mode.By give me generics fucko the Cornac Cultist of Entropy level 12
1st Flare 122nd year of Ascendancy at 03:50 see stats
The secret city
Discovered the truth about mages.By give me generics fucko the Cornac Cultist of Entropy level 13
1st Dusk 122nd year of Ascendancy at 14:37 see stats
Treasure Hunter
Amassed 1000 gold pieces.By give me generics fucko the Cornac Cultist of Entropy level 17
19th Dusk 122nd year of Ascendancy at 09:57 see stats
Unstoppable
Returned from the dead.By give me generics fucko the Cornac Cultist of Entropy level 27
9th Decay 122nd year of Ascendancy at 17:12 see stats
Log
Give me generics fucko loses 3 health to the entropy.
Talent Dark Whispers is ready to use.
Give me generics fucko's Reality Fracture hits Elven cultist for 11 temporal, 12 darkness (23 total damage).
Elven cultist casts Dark Portal.
Give me generics fucko is afflicted by a rotting disease!
Give me generics fucko's nether breach hits Elven cultist for 34 darkness damage.
Give me generics fucko's nether breach killed Elven cultist!
Give me generics fucko loses 3 health to the entropy.
Talent Infusion: Movement is ready to use.
Rotting Disease from Elven cultist hits give me generics fucko for (25 absorbed), 0 blight (0 total damage).
Resting starts...
Your summoned hallucination disappears.
Give me generics fucko's is no longer wasting away.
Rested for 1 turns (stop reason: taken damage).
Give me generics fucko feels pain again.
The shield around give me generics fucko crumbles.
Talent Netherblast is ready to use.
Rotting Disease from Elven cultist hits give me generics fucko for (25 absorbed), 0 blight (0 total damage).
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Give me generics fucko is no longer out of phase.
Rotting Disease from Elven cultist hits give me generics fucko for 33 blight damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Rotting Disease from Elven cultist hits give me generics fucko for 40 blight damage.
give me generics fucko the level 27 cornac cultist of entropy was diseased to death by an elven cultist on level 4 of Dark crypt.























































































