












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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: 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Water Purification 1.7.0Fixes a bug in the Lost Knowledge quest, restoring the intended effect that the poison water in the Valley of the Moon will be purified to regular water when the quest is successfully completed. Also available as part of the Bugnibus Bugfix Pack. [NOTE: We anticipate that the relevant bug will be fixed in a future game release, at which time this addon will be officially deprecated.] 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. Automatic Talent Gambits 1.7.4Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: 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. 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:
More Sounds 1.7.6This addon adds new sounds to the game, such as on some talents that don't have an associated sound, and on infliction of certain status effects. Currently adds new sounds to the following: [Status Effects] [Infusions/Runes] [Other] More will be added as I play more. All sounds are fully original and created by me. Mr Frog VFX Pack 1.7.0Replaces a number of visual effects with (hopefully) nicer versions. Shader support recommended. Overwrites some talent code in a minimally-invasive manner. 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 | Normal Semi-Roguelike (mild) |
| Sex | Male |
| Race | Higher |
| Class | Wanderer |
| Level / Exp | 27 / 72% |
| Size | medium |
| Lifes / Deaths | Killed by corrupted fox at level 18 on the 40th Dusk 122nd year of Ascendancy at 11:21 0 / 3Killed by elven cultist at level 25 on the 27th Haze 122nd year of Ascendancy at 14:15 Killed by Celia at level 27 on the 56th Haze 122nd year of Ascendancy at 18:09 |
Primary Stats
| Strength | 55 (base 40) |
| Dexterity | 23 (base 15) |
| Constitution | 37 (base 35) |
| Magic | 19 (base 12) |
| Willpower | 74 (base 42) |
| Cunning | 23 (base 12) |
Resources
| Life | -114/702 |
| Positive | 108/128 |
| Stamina | 182/338 |
| Healing Factor | 1.6541015905906 |
| Regeneration | 5.3758301694193 |
Speed
| Mental | +6.6613381477509E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 93 |
| Accuracy | 54 |
| Crit Chance | 12% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 63 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +19% |
| Physical | +8% |
| Blight | +3% |
| Arcane | +5% |
| Nature | +28% |
| All | 0% |
Offense: Damage Penetration
| Nature | +20% |
| Blight | +10% |
| Arcane | +15% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 47 (88.568973732692%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 35 |
| Physical Save | 38 |
| Spell Save | 32 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 14%( 70%) |
| Blight | + 30%( 70%) |
| Arcane | + 15%( 70%) |
| Mind | + 22%( 70%) |
| All | + 6%( 70%) |
| Light | + 34%( 70%) |
| Cold | + 51%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 40%( 70%) |
Defense: Immunities
| Silence Resistance | 10% |
| Teleport Resistance | 10% |
| Disarm Resistance | 30% |
| Instadeath Resistance | 100% |
| Poison Resistance | 50% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 352 life over 5 turns. Its effects scale with your Cunning 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 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 195 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 104 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 Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 128 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Cursed / Gloom | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 3/5 |
| Chronomancy / Spacetime Folding | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Eclipse | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Friend of the worm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.20 |
| 5/5 |
| 3/5 |
| 4/5 |
| 3/5 |
| Technique / Combat techniques | 1.20 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.20 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Strength by +5. | 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 Strength by +5. | 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 gained talent category Celestial / Chants (at mastery 1.00). | done |
You failed to protect the lost tinker from death by Poledhevena the rattlesnake. Escort: lost tinker (level 3 of Norgos Lair) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the 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 Shax 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. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed chunk of ghoul flesh. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed length of troll intestine. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe Grand Corruptor died during the attack before he had time to teach you his ways. | failed |
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 |
Equipment
| On feet | Islodathra (5 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Dex +1 Mag dps ---------- Phys.crit +4.0% Phys.pwr +19 (+6 eff.) Acc +30 (+9 eff.) Apr +4 ----- def ----- Armour +5 Defense +5 (+3 eff.) Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Nerybeth the Phoeniximmortal (20/20, 14-17 power, 1 apr)3.0 T1 shot ammo [Rare] Nature Power 14.5 - 17.4 Physical Uses 40% Wil, 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 20 Ranged+ +13 fire On Hit.r1 +20 fire On Crit.r2 +6 fire On Hit: * 10% chance to reduce armor by 24% Shots are used with slings to pummel your foes to death. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(130 power, based on Willpower). Uses 10 power out of 6/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Zubomira (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +6 Cun +7 Wil ----- def ----- Armour +3 Fatigue +3% Resists +6% blight +5% arcane +6% nature Phys.save +16 (+6 eff.) Spell.save +12 (+6 eff.) A cap made of leather. |
| On hands | hardened leather gloves of spellstriking (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +4 (+2 eff.) Melee+ 7 arcane Dmg.mod +5% arcane ----- def ----- Armour +2 Resists +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Glarespitter the yew wand of shielding [power 248] (16/20 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +3% blight +9% light Res.pen +10% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 Create a shield absorbing up to 248 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 14% for 2 turns. 100% to increase the duration of 1 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 | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | psionicist's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +4 (+2 eff.) Rings make your fingers look great! |
| Around neck | Bloomfame0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +1 Cun dps ---------- On Hit (Melee): * 10% chance to slow global speed by 64% ----- def ----- Resists +9% acid +16% fire +9% mind +13% cold Silence- +10% Teleport- +10% Amulets make your neck look great! |
| In main hand | Rhibers (33-46 power, 5 apr)3.0 T4 longsword 1H weapon [Random Unique] Arcane/Master Power 33.0 - 46.2 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit.r1 +13 fire On Hit: * 25% chance for lightning to strike from the target to a second target dealing 38 damage While equipped: Stats +2 Dex dps ---------- Res.pen +10% mind Acc +9 (+3 eff.) ----- def ----- Defense +9 (+5 eff.) Disarm- +30% ---------- misc Light +3 Infravis +2 Sharp, long, and deadly. |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | shocking voratun shield of cold resistance (+15%) (0 def, 10 armour, 64-77 power, 213.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 64.5 - 77.4 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +214 While equipped: dps ---------- Melee+ 5 lightning Melee Ret 6 lightning ----- def ----- Armour +10 Fatigue +8% Resists +15% cold ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Serpentine Cloak (20 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Cun +4 Wil dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+10 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
| Main armor | Islyrin the stralite plate armour (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training [Rare] Psionic While equipped: Stats +2 Con +5 Wil dps ---------- Res.pen +15% arcane Acc +20 (+7 eff.) ----- def ----- Armour +13 Fatigue +22% Resists +8% mind Mind.save +16 (+7 eff.) Die.at -80.00 life A suit of armour made of metal plates. |
Inventory
wild infusion of the psychic (res 33%; magical; dur 4; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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 |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper ring 'Blazedeath'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Con ----- def ----- Resists +6% cold +3% fire Spell.save +13 (+6 eff.) Knockbk- +20% ---------- misc Max.stam +13.00 Rings make your fingers look great! |
savior's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +8 (+3 eff.) Spell.save +9 (+4 eff.) Mind.save +7 (+4 eff.) Rings make your fingers look great! |
greater yew starstaff of breaching (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +14 (+7 eff.) Dmg.mod +20% physical +20% temporal +20% darkness +20% light Res.pen +10% physical +10% temporal +10% darkness +10% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
stralite greatsword of erosion (48-78 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Nature Power 48.5 - 77.6 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +9 nature Massive two-handed swords. |
absorbing thorny mindstar (8-8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 7.5 - 8.2 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) ----- def ----- Resists +6% lightning +12% fire +10% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Psionic/Absorption Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
blazebringer's ash longbow of piercing4.0 T2 longbow 2H weapon [Ego++] Nature/Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Crit.r2 +26 fire While equipped: dps ---------- All.spd +4% Res.pen +11% fire +11% all Acc +11 (+4 eff.) Apr +11 Longbows are used to shoot arrows at your foes. |
voratun steamgun of enduring4.0 T5 steamgun 1H weapon Reqs Dex 48 Steam Pool [Ego+] Nature/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +7 Con +8 Wil ----- def ----- Max.HP +64.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
elemental quiver of yew arrows (13/23, 32-45 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego+] Arcane Power 32.0 - 44.8 Physical Uses 40% Wil, 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 23 On Hit: * Create an explosion dealing 46 cold damage (1/turn) Arrows are used with bows to pierce your foes to death. |
barbed pouch of dwarven-steel shots of grasping (12/15, 39-47 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego++] Nature/Master Power 39.0 - 46.8 Physical Uses 40% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +10.0% Capacity 15 On Hit: * 20% chance to create vines that bind the target to the ground dealing 244 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 40% Wil, 140% Str 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. |
stralite shield of winter (0 def, 8 armour, 47-56 power, 140.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 47.0 - 56.4 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +140 Melee+ +13 cold While equipped: Stats +1 Wil dps ---------- On shield block: * Deals 209 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +8 Fatigue +8% Resists +10% cold ---------- misc Talents +1 Block Handheld deflection devices. |
dreamer's cashmere robe of corrosion (+19%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Dmg.mod +13% acid ----- def ----- Resists +19% acid +12% darkness +10% mind +11% all Phys.save +11 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +25 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe of the mind (+23%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Psionic While equipped: dps ---------- Dmg.mod +11% mind ----- def ----- Resists +12% darkness +23% mind +11% all Phys.save +13 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +23 (+9 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour of fire resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +18% fire A suit of armour made of leather. |
drakeskin leather armour of acid resistance (20 def, 8 armour)9.0 T5 light armor [Ego] Master While equipped: ----- def ----- Armour +8 Defense +20 (+10 eff.) Fatigue +8% Resists +22% acid A suit of armour made of leather. |
dwarven-steel mail armour of Eyal (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Max.HP +32.00 HP.reg +6.00 Heal.mod +10% A suit of armour made of mail. |
enlightening dwarven-steel mail armour of implacability (3 def, 13 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +13 Defense +3 (+2 eff.) Fatigue +7% Phys.save +8 (+3 eff.) Mind.save +13 (+6 eff.) A suit of armour made of mail. |
Cinderwyrd the iron plate armour (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Nature While equipped: dps ---------- Res.pen +10% fire Melee Ret 6 fire ----- def ----- Armour +7 Fatigue +22% Resists +5% arcane +3% fire Max.HP +60.00 HP.reg +2.50 ---------- misc Stam/turn +0.70 A suit of armour made of metal plates. |
enlightening steel plate armour of the dragon (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +9 Fatigue +22% Resists +6% acid +6% physical +7% cold +6% lightning +6% fire Mind.save +12 (+5 eff.) Disarm- +23% Stun/Frz- +22% Knockbk- +23% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
rough leather belt 'Arydunadir'1.0 T1 belt armor [Rare] Arcane While equipped: Stats +4 Dex +3 Wil dps ---------- Spell.pwr +10 (+5 eff.) S.pwr/crit +2 ----- def ----- Fatigue -5% ---------- misc Max.enc +23 A belt that goes around your waist. |
enveloping linen cloak of protection (6 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +6 (+3 eff.) Phys.save +5 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of Eldoral (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +3 Dex +3 Mag +3 Wil +1 Cun ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+3 eff.) ---------- misc Max.mana +49.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.50 Max.stam +19.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
brawler's hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego+] Master While equipped: Stats +3 Str +3 Dex +2 Cun ----- def ----- Armour +2 Phys.save +7 (+3 eff.) ---------- misc Cooldown Double Strike -1 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. |
Umbravile (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.pwr +10 (+2 eff.) Melee+ 7 fire Dmg.mod +15% acid +6% fire Res.pen +5% darkness +5% acid ----- def ----- Armour +2 Fatigue +3% Resists +6% darkness +6% fire 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. |
Helm of the Dominated (0 def, 9 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+4 eff.) Spell.pwr +10 (+5 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
Crystal Focus0.0 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. |
survivor's brass lantern of the zealot2.0 T1 lite [Ego+] Nature/Disrupt While equipped: ----- def ----- Resists +3% all Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) 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. |
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. |
steel torque of psionic shield [power 43] (16/25 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Sage the Higher Wanderer level 20
50th Dusk 122nd year of Ascendancy at 12:36 see stats
Exterminator
Killed 1000 creatures.By Sage the Higher Wanderer level 17
35th Dusk 122nd year of Ascendancy at 23:33 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Sage the Higher Wanderer level 23
76th Dusk 122nd year of Ascendancy at 00:05 see stats
Level 10
Got a character to level 10.By Sage the Higher Wanderer level 10
1st Flare 122nd year of Ascendancy at 03:43 see stats
Level 20
Got a character to level 20.By Sage the Higher Wanderer level 20
50th Dusk 122nd year of Ascendancy at 09:02 see stats
Size matters
Did over 600 damage in one attack.By Sage the Higher Wanderer level 26
28th Haze 122nd year of Ascendancy at 21:44 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Sage the Higher Wanderer level 26
45th Haze 122nd year of Ascendancy at 09:57 see stats
The secret city
Discovered the truth about mages.By Sage the Higher Wanderer level 22
62nd Dusk 122nd year of Ascendancy at 06:06 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Sage the Higher Wanderer level 25
23rd Haze 122nd year of Ascendancy at 17:02 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Sage the Higher Wanderer level 16
25th Dusk 122nd year of Ascendancy at 15:53 see stats
Unstoppable
Returned from the dead.By Sage the Higher Wanderer level 18
40th Dusk 122nd year of Ascendancy at 11:21 see stats
Log
Mindrot hits Armoured skeleton warrior for 9 mind, 8 darkness (17 total damage).
Mindrot hits Ghoul for 8 mind, 6 darkness (14 total damage).
Sage uses Assault.
Armoured skeleton warrior slows down.
Sage performs a melee critical strike against Armoured skeleton warrior!
Sage performs a melee critical strike against Armoured skeleton warrior!
Sage hits Celia for 26 light, 9 fire, 9 fire (44 total damage).
Sage hits Armoured skeleton warrior for 94 physical, 9 lightning, 15 arcane, 35 light, 307 physical (460 total damage).
Sage hits Ghoul for 28 light, 10 fire, 10 fire (48 total damage).
Melee retaliation hits Sage for 2 acid, 2 acid, 2 acid (7 total damage).
Sage killed Armoured skeleton warrior!
Melee retaliation hits Ghoul for 4 lightning, 6 light (11 total damage).
Ghoul hits Sage for 5 physical damage.
Armoured skeleton warrior casts Rune: Blink.
Armoured skeleton warrior is out of phase.
Mindrot hits Celia for 7 mind, 4 darkness (10 total damage).
Mindrot hits Armoured skeleton warrior for 6 mind, 4 darkness (10 total damage).
Mindrot hits Ghoul for 8 mind, 6 darkness (14 total damage).
Sage brandishes his Summertide Phial and banishes all shadows!
Melee retaliation hits Ghoul for 4 lightning, 6 light (11 total damage).
Ghoul hits Sage for 4 physical damage.
Celia is no longer weakened.
Armoured skeleton warrior uses Shield Pummel.
Sage is stunned!
Melee retaliation hits Armoured skeleton warrior for 4 lightning, 6 light, 4 lightning, 6 light (19 total damage).
Armoured skeleton warrior hits Sage for 27 physical, 13 cold, 50 physical, 13 cold (103 total damage).
Celia casts Invoke Darkness.
Celia hits Sage for 218 darkness damage.
Sage the level 27 higher wanderer was shadowed to death by Celia on level 2 of Last Hope Graveyard.













































































































