










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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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.
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: 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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Easy Exploration |
| Sex | Male |
| Race | Thalore |
| Class | Archmage |
| Level / Exp | 34 / 40% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 7 on the 2nd Mirth 122nd year of Ascendancy at 22:36 / 25Killed by The Shade at level 9 on the 6th Mirth 122nd year of Ascendancy at 21:35 Killed by Velarina the forest wight at level 12 on the 1st Dusk 122nd year of Ascendancy at 06:50 Killed by Velarina the forest wight at level 12 on the 1st Dusk 122nd year of Ascendancy at 07:29 Killed by Wrathroot at level 13 on the 3rd Dusk 122nd year of Ascendancy at 05:51 Killed by Arildalaith the Blightborn at level 18 on the 2nd Haze 122nd year of Ascendancy at 02:52 Killed by skeleton assassin at level 20 on the 6th Haze 122nd year of Ascendancy at 04:04 Killed by skeleton warrior at level 20 on the 6th Haze 122nd year of Ascendancy at 05:50 Killed by whitehoof ghoul at level 22 on the 30th Haze 122nd year of Ascendancy at 08:06 Killed by golem at level 22 on the 31st Haze 122nd year of Ascendancy at 11:18 Killed by The Glass Golem at level 22 on the 33rd Haze 122nd year of Ascendancy at 03:51 Killed by Grand Corruptor at level 23 on the 33rd Haze 122nd year of Ascendancy at 20:56 Killed by Protector Myssil at level 23 on the 33rd Haze 122nd year of Ascendancy at 23:11 Killed by orc corruptor at level 24 on the 38th Haze 122nd year of Ascendancy at 05:13 Killed by The Master at level 25 on the 39th Haze 122nd year of Ascendancy at 12:08 Killed by ghoul at level 25 on the 39th Haze 122nd year of Ascendancy at 13:41 Killed by armoured skeleton warrior at level 25 on the 39th Haze 122nd year of Ascendancy at 15:07 Killed by lava floor at level 25 on the 39th Haze 122nd year of Ascendancy at 16:22 Killed by The Master at level 25 on the 39th Haze 122nd year of Ascendancy at 18:00 Killed by elven cultist at level 26 on the 49th Haze 122nd year of Ascendancy at 00:46 Killed by Mayowe the slimy ooze at level 30 on the 24th Pyre 123rd year of Ascendancy at 11:28 Killed by Celia at level 31 on the 54th Pyre 123rd year of Ascendancy at 20:08 Killed by Lisoyaba the vampire at level 31 on the 54th Pyre 123rd year of Ascendancy at 22:31 Killed by Cyrilralle the eternal bone giant at level 31 on the 55th Pyre 123rd year of Ascendancy at 01:08 Killed by Forest Troll Hedge-Wizard at level 31 on the 59th Pyre 123rd year of Ascendancy at 15:52 |
Primary Stats
| Strength | 22 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 22 (base 10) |
| Magic | 75 (base 60) |
| Willpower | 85 (base 60) |
| Cunning | 21 (base 21) |
Resources
| Life | 617/617 |
| Mana | 313/313 |
| Healing Factor | 1.3024166372473 |
| Regeneration | 11.396145575914 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +31.205122053262% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 4 |
| See Stealth | 8 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 7 |
| Crit Chance | 8% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 55 |
| Crit Chance | 11% |
| Speed | 1 |
| Cooldown Reduction | 6.6666666666667 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Arcane | +25% |
| Cold | +26% |
| All | 0% |
| Lightning | +53% |
| Light | +8% |
| Temporal | +6% |
| Fire | +54% |
| Physical | +8% |
Offense: Damage Penetration
| Physical | +7% |
| Lightning | +50% |
| Fire | 0% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 9 (30%) |
| Defense | 17 |
| Ranged Defense | 29 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 41 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Blight | + 25%( 70%) |
| Arcane | + 27%( 70%) |
| Cold | + 21%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 32%( 70%) |
| Temporal | + 22%( 70%) |
| Darkness | + 29%( 70%) |
| Fire | + 29%( 70%) |
| Nature | + 27%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 47% |
| Stun Resistance | 100% |
| Pinning Resistance | 100% |
| Poison Resistance | 12% |
| Blind Resistance | 24% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 104 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 4 turns and blocking 170 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 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 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Meta | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Hurricane |
| talent | Energy Alteration |
| talent | Arcane Shield |
| talent | Thunderstorm |
| talent | Tempest |
| talent | Arcane Power |
| talent | Disruption Shield |
| talent | Feather Wind |
| talent | Shielding |
| talent | Spellcraft |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Hamosrun. Escort: injured seer (level 3 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Hamosrun. Escort: lone alchemist (level 1 of Old Forest) | failed |
You failed to protect the lost defiler from death by Gunsnake. Escort: lost defiler (level 2 of Ruins of Kor'Pul) | failed |
You failed to protect the lost defiler from death by forest wight. Escort: lost defiler (level 5 of Dreadfell) | failed |
You failed to protect the lost defiler from death by degenerated skeleton warrior. Escort: lost defiler (level 8 of Dreadfell) | failed |
You failed to protect the lost warrior from death by ultimate gwelgoroth. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by skeleton master archer. Escort: repented thief (level 7 of Dreadfell) | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 Minotaur. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and stopped the shivgoroth invasion. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
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. | active |
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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * '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 giant spider spinneret. * You've found the needed wretchling eyeball. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
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! | done |
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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | 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 hardened leather boots of invasion (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +4 (+2 eff.) Res.pen +7% physical ----- def ----- Armour +3 Silence- +20% Confus- +37% Stun/Frz- +30% A pair of boots made of leather. |
| Light source | bright alchemist's lamp of the sun1.0 T3 lite [Ego+] Arcane/Master While equipped: dps ---------- Dmg.mod +8% light ----- def ----- Resists +8% darkness Affinity +5% light ---------- misc Light +10 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 153.93 light damage. At talent level 3 you gain 28% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | augmenting cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: Stats +3 Mag +4 Con dps ---------- Dmg.mod +6% acid +6% lightning +6% cold +10% arcane +5% fire ----- def ----- Defense +2 (+2 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 6.5 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
| Tool | overpowered dwarven-steel torque of mindblast [power 315] (20 cooldown)2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 315 mind damage and silencing them for 4 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | conjurer's stralite ring of perseverance0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +9 (+3 eff.) ----- def ----- HP.reg +5.00 Stun/Frz- +40% Rings make your fingers look great! |
| On fingers | treant's steel ring of sensing0.1 T2 ring jewelry [Ego+] Arcane/Nature While equipped: ----- def ----- Resists +6% nature +6% blight Blind- +24% Poison- +12% Disease- +11% ---------- misc Infravis +4 See.Stealth +8 See.Invis +8 Rings make your fingers look great! |
| Around waist | drakeskin leather belt 'Cyrabrethra'1.0 T5 belt armor [Random Unique] Nature While equipped: Stats +2 Mag +5 Con dps ---------- Mind.pwr +6 (+2 eff.) S.pwr/crit +10 Dmg.mod +3% acid Melee Ret 4 arcane ----- def ----- Resists +12% lightning +10% temporal +3% acid Mind.save +12 (+4 eff.) Max.HP +59.00 A belt that goes around your waist. |
| In main hand | ash magestaff 'Lightlace' (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Spell.crit +7% Spell.pwr +16 (+5 eff.) S.pwr/crit +3 Dmg.mod +15% lightning +15% cold +15% arcane +15% fire Melee Ret 2 physical ----- def ----- Armour +2 ---------- misc Vim/s.crit +2.00 Max.stam +10.00 Max.vim +12.00 Light +2 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 170.60 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Main armor | stormwoven silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +5 Str +5 Mag +6 Wil dps ---------- Dmg.mod +20% lightning +8% physical +5% cold ----- def ----- Resists +8% blight +9% cold +10% lightning +13% all Max.HP +62.00 HP.reg +1.50 Heal.mod +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Unriregozor (13 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +2 Mag +2 Wil +2 Con dps ---------- Dmg.mod +6% temporal Res.pen +10% temporal Melee Ret 2 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +13 (+8 eff.) Phys.save +7 (+3 eff.) Spell.save +7 (+2 eff.) ---------- misc Max.mana +52.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 247 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Inventory
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
clarifying copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% mind Confus- +22% Amulets make your neck look great! |
restful copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Dex ----- def ----- Fatigue -4% HP.reg +1.00 Amulets make your neck look great! |
Neryreth the Lightningwolf0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +2 Cun dps ---------- Mind.crit +1% Crit.mult +20.00% Dmg.mod +6% lightning Res.pen +15% mind ---------- misc Masteries +0.16 Spell/Divination +0.16 Spell/Stone Amulets make your neck look great! |
copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +6 (+2 eff.) Rings make your fingers look great! |
wizard's steel ring of clarity0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+1 eff.) Mind.save +6 (+2 eff.) Confus- +24% Rings make your fingers look great! |
mindwoven cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +8% acid +11% physical +10% fire +9% cold ----- def ----- Resists +13% acid +13% physical +14% fire +11% cold +11% all Mind.save +17 (+6 eff.) ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of alchemy (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +12% acid +11% physical +16% fire +8% cold ----- def ----- Resists +14% acid +12% physical +13% fire +16% cold +13% all ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +6 Con dps ---------- Dmg.mod +9% nature ----- def ----- Resists +5% blight +13% all Max.HP +62.00 HP.reg +2.60 Heal.mod +10% Poison- +36% Disease- +32% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
eldritch pair of hardened leather boots of phasing (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane While equipped: Stats +4 Mag +7 Wil dps ---------- Spell.crit +2% ----- def ----- Armour +3 ---------- misc Mana/turn +0.24 Max.mana +20.00 Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown A pair of boots made of leather. |
Neruta (0 def, 4 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +5 Cun +4 Mag dps ---------- Mind.crit +3% Crit.mult +15.00% Dmg.mod +6% arcane Res.pen +20% physical ----- def ----- Armour +4 Phys.save +3 (+1 eff.) 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. |
aegis cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Defense +2 (+2 eff.) Shield.pwr +9% HP.reg +3.20 A pointy cloth hat, very wizardly... |
Deepsobsidian of the Blightspawn (1 def, 0 armour)2.0 T1 head armor [Random Unique] Psionic While equipped: Stats +3 Cun dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +6% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 27 On Melee Ret: * 23% chance to reduce strength, dexterity, and constitution by 27 * 22% chance to reduce damage dealt by 24% ----- def ----- Defense +1 (+1 eff.) Resists +6% blight Mind.save +6 (+2 eff.) ---------- misc Psi/turn +0.12 Equi/ret +0.90 Psi/ret +0.90 Hate/ret +0.90 A pointy cloth hat, very wizardly... |
The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+5 eff.) ----- def ----- Defense +8 (+5 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 14.50 mind and 14.50 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 16% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 16. Terrified: Deals 3.50 mind and 3.50 darkness damage per turn and increases cooldowns by 25%. Haunted: Causes the target to suffer 5.61 mind and 5.61 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Helm of Knowledge (0 def, 12 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil ----- def ----- Armour +12 Fatigue +8% Resists +15% light +15% mind +10% arcane HP.reg +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 20 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 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. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+4 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+4 eff.) Phys.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. |
2 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. |
9 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. |
5 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. |
3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+5 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+5 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+10 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+10 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 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. |
3 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+6 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+6 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Void Star1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% fire +6% cold +6% arcane +6% lightning ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 39.25 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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 gale force [power 170] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 184 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
cleansing dwarven-steel torque of gale force [power 225] (15 cooldown)2.0 T3 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 243 physical damage Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Ravenpeal of the Blightspawn [power 266] (15 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +15% acid On Hit (Melee): * 20% chance to reduce armor by 37% On Melee Ret: * 20% chance to reduce strength, dexterity, and constitution by 27 * 23% chance to reduce damage dealt by 24% Sting an enemy dealing 266 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 14% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
elven-wood wand of lightning storm 'Chillwolf' [power 362] (15 cooldown)2.0 T4 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +24% cold Res.pen +15% darkness Create a radius 3 storm for 5 turns. Each turn, creatures within take 110 lightning damage and will be dazed for 1 turn (553 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 16% for 2 turns. 100% to heal for 39. 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
Log
Rested for 13 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Hamosrun picks up (k.): hateful quiver of elven-wood arrows of accuracy (23/23, 42-59 power, 14 apr).
There is a Portal back to the Gates of Morning here (press '' or right click to use).
Ran for 15 turns (stop reason: at exit).
You gain 2.50 gold from the transmogrification of Rod of Spydric Poison (1/1).
You gain 1.35 gold from the transmogrification of grounding cashmere wizard hat of lightning (+25%) (2 def, 0 armour).
You gain 4.30 gold from the transmogrification of enveloping cashmere cloak of mindcraft (7 def, 0 armour).
You gain 17.50 gold from the transmogrification of Jaw of Rogroth.
You gain 7.15 gold from the transmogrification of searing stralite plate armour of command (8 def, 21 armour).
You gain 5.65 gold from the transmogrification of fortifying stralite mail armour of resilience (4 def, 8 armour).
You gain 6.92 gold from the transmogrification of reinforced leather armour of delving (12 def, 7 armour).
You gain 5.20 gold from the transmogrification of swashbuckler's stralite shield (0 def, 8 armour, 142.5 block).
You gain 3.00 gold from the transmogrification of hateful quiver of elven-wood arrows of accuracy (23/23, 42-59 power, 14 apr).
You gain 4.27 gold from the transmogrification of stralite waraxe of shearing (31-43 power, 5 apr).
You gain 4.40 gold from the transmogrification of balanced stralite waraxe of massacre (40-56 power, 5 apr).
You gain 10.67 gold from the transmogrification of truestriking stralite battleaxe of evisceration (44-66 power, 3 apr).
You gain 9.40 gold from the transmogrification of mindweaver's stralite amulet of manastreaming.
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Quest 'Eight legs of wonder' is done! (Press 'j' to see the quest log)
Option unlocked: New Class: Sun Paladin (Celestial)
The furious lightning storm around Hamosrun calms down and disappears.


















































































































