










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
---
Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) 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:
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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 22 / 79% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 158 (base 51) |
| Dexterity | 127 (base 51) |
| Constitution | 127 (base 51) |
| Magic | 68 (base 51) |
| Willpower | 130 (base 51) |
| Cunning | 108 (base 51) |
Resources
| Life | 758/758 |
| Positive | 113/113 |
| Stamina | 307/328 |
| Hate | 42/100 |
| Healing Factor | 1.560234396683 |
| Regeneration | 8.1912305825858 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 9 |
| See Stealth | 87.100572636148 |
| See Invisible | 99.100572636148 |
Offense: Mainhand
| Damage | 250 |
| Accuracy | 77 |
| Crit Chance | 47% |
| APR | 31 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 78 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +5% |
| Light | +25% |
| Cold | +15% |
| Blight | +10% |
| Arcane | +13% |
| Mind | +20% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +15% |
| Darkness | +15% |
| Light | +19% |
| Mind | +20% |
Defense: Base
| Armour (hardiness) | 8 (73.607947236566%) |
| Defense | 78 |
| Ranged Defense | 78 |
| Fatigue | 0 |
| Physical Save | 55 |
| Spell Save | 48 |
| Mental Save | 51 |
Defense: Resistances
| Cold | + 43%( 70%) |
| Darkness | + 43%( 80%) |
| Light | + 70%( 70%) |
| Nature | + 41%( 70%) |
| Blight | + 34%( 70%) |
| Physical | + 26%( 72%) |
| Mind | + 31%( 70%) |
| All | + 24%( 70%) |
Defense: Immunities
| Stun Resistance | 48% |
| Confusion Resistance | 48% |
| Fear Resistance | 48% |
| Knockback Resistance | 48% |
| Instadeath Resistance | 100% |
| Blind Resistance | 69% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 670.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 23% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Gloom | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Predator | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Rampage | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Strife | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Endless hunt | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Dual techniques | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Slaughter | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Fears | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Radiance | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Scoundrel | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Lethality | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Cursed form | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
| talent | Savage Hunter |
| talent | Gloom |
| talent | Cleave |
| talent | Stalk |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.0)Penalty : Fear of Death: -7% resistance against damage from the undead. Power 1+: Power over Death: +10% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 22 turns, retch (level 2) when you fall below 44% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Hunting: Marked Prey- Skeleton assassin - Orc grand summoner - Greater mummy - Ghoul 19% Received damage reduction against: - Ghoul - Orc - Mummy - Skeleton |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+29% chance to avoid traps). Power 2+: -1 Luck, +3 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 11% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 61 mind and 51 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 106 Mind damage, and deal 88 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 5.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 12%) for 4 turns. Power 1+: Nightwalker: +20 Darkness Resistance, +10% Max Darkness Resistance, +12 See Invisible Power 2+: -1 Luck, +9 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 20% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 20% for 3 turns. |
Quests
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the lost sun paladin from death by Aamwenn. Escort: lost sun paladin (level 2 of Trollmire) | 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 gained talent category Cunning / Scoundrel (at mastery 1.00). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed snow giant kidney. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * '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 orc heart. * You've found the needed bloated horror heart. | active |
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 | blightbringer's pair of iron boots of rushing (Nightmares) (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego++] Arcane/Master While equipped: Stats Str +2, Mag +4, Con +3 offense ------ Spellpower +4 (+1 eff.) Damage +5% acid, +5% blight defense ------ Armor +3 Fatigue +2% Disease Resist +23% Curse of Nightmares Rush: Puts all charms on 15 turn cooldown Effective talent level: 1.0 Power cost 15 out of 25/25. Range 6 Cooldown: 39 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Umbrarune (17/17, 42-50 power, 3 apr)3.0 Encumbrance T3 shot ammo [Random Unique] Nature/Master/Psionic Weapon Damage 41.5 - 49.8 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 17 On-ranged-hit +15 lightning +10 item nature slow +20 item darkness numbing On-Hit, radius 1 +4 darkness On-crit, radius 2 +5 lightning, +16 darkness On Hit: * 20% chance to reduce damage dealt by 34% * 10% chance to slow global speed by 71% * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(171 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | psion's cashmere wizard hat of the Brotherhood (Corpses) (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego++] Arcane/Psionic While equipped: Stats Mag +3, Con +4 offense ------ Mind Crit +2% Mindpower +7 (+2 eff.) Damage +7% arcane, +8% mind defense ------ Defense +2 (+1 eff.) Resistance +9% mind Physical save +8 (+3 eff.) Mind save +5 (+2 eff.) other ------- Max psi +14.00 Curse of Corpses Arcane Eye: (Instant) Puts all charms on 6 turn cooldown Effective talent level: 5.0 Power cost 6 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 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 | Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | Eclipsepiety the copper ring (Misfortune)0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats Mag +2 offense ------ On-Hit 10 light On-Ranged-Hit 14 light Damage +11% light, +6% arcane +12% mind Ignore resists +15% darkness, +10% mind other ------- Vim-on-crit +2.00 Curse of Misfortune Rings make your fingers look great! |
| On fingers | Vargh Redemption (Shrouds)0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats Wil +4, Con +6 offense ------ Damage +15% cold defense ------ Resistance +10% nature, +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Curse of Shrouds Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 25.95 cold and 22.56 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 34 power out of 60/60 This azure ring seems to be always moist to the touch. |
| Around waist | balancing rough leather belt of carrying (Corpses)1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: Stats Cun +3, Dex +4 offense ------ Physical Crit +5.0% Mind Crit +5% defense ------ Fatigue -5% other ------- Encumbrance +21 Curse of Corpses A belt that goes around your waist. |
| In main hand | thought-forged voratun greatsword of amnesia (Shrouds) (60-95 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Ego+] Psionic Weapon Damage 59.5 - 95.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-hit +17 mind, +28 item expose On Hit: * 28% chance to reduce all saves and defense by 42 * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: Stats Cun +6, Wil +6 Curse of Shrouds Massive two-handed swords. |
| On hands | heroic dwarven-steel gauntlets of the starseeker (Shrouds) (0 def, 5 armour)1.5 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats Cun +3, Mag +3 defense ------ Armor +5 Fatigue +3% Resistance +6% light, +5% darkness Mind save +7 (+2 eff.) Life +43.00 other ------- Infravision +1 Unarmed combat: Weapon Damage 23.0 - 32.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +18 light, +10 darkness On Hit: 10% Battle Shout level 3 Curse of Shrouds Starfall: Puts all charms on 12 turn cooldown Effective talent level: 1.0 Power cost 12 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 56.14 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Bikini (Corpses) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] While equipped: defense ------ Resistance +7% all You have never taken it off. Curse of Corpses Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
| Cloak | restorative elven-silk cloak (Shrouds) (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego+] Nature While equipped: defense ------ Defense +3 (+1 eff.) Resistance +12% nature, +14% blight Life Regen +5.00 Healmod +16% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Fulyrerion0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats Str +6, Dex +6, Wil +6 offense ------ Ignore resists +15% arcane, +10% mind defense ------ Spell save +18 (+6 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Amulets make your neck look great! |
Inventory
Thaloren-Tree Longbow (Madness)4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Unique] Nature Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Attack Speed 118% Range +10 While equipped: Stats Dex +10, Wil +20 offense ------ Physical Crit +15.0% Mind Crit +15% Damage +30% nature, +30% physical Ignore resists +20% nature, +20% physical Curse of Madness In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
Bindings of Eternal Night (Nightmares) (12 def, 12 armour)6.0 Encumbrance T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats Wil +5, Mag +5 offense ------ Damage +15% cold, +15% arcane +20% darkness When Hit 10 darkness defense ------ Armor +12 Defense +12 (+3 eff.) Resistance +30% blight, -10% fire +30% darkness, -10% light Life Regen +1.00 Poison Resist +100% Disease Resist +100% other ------- Light -1 The wearer is treated as an undead. Curse of Nightmares Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
inquisitor's voratun waraxe of evisceration (Nightmares) (40-56 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego++] Disrupt/Master Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Critical: * Wound the target dealing 287 physical damage across 5 turns and reducing healing by 50% * Deals 124 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) While equipped: offense ------ Physical Crit +10.0% Physical Power +15 (+3 eff.) Curse of Nightmares One-handed war axes. |
Umbral Razor (Misfortune) (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex, 15% Mag Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats Cun +4, Mag +4 offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Curse of Misfortune Invoke Darkness: Effective talent level: 3.0 Power cost 12 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 101.58 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Lightbringer's Wand2.0 Encumbrance T3 wand charm [Unique] Arcane While equipped: offense ------ Damage +10% light When Hit 18 light defense ------ Resistance +12% darkness, +12% light Spell save +15 (+5 eff.) other ------- Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 147 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 20 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
19 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
18 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
21 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
15 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Boranaribers (Madness) (2 def, 8 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats Cun +2, Dex +4 offense ------ Mind Crit +1% Ignore resists +20% temporal When Hit 2 temporal defense ------ Armor +8 Defense +2 (+1 eff.) Unlife -80.00 life other ------- Max hate +2.00 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
10 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
35 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
45 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
32 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 115 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. |
43 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
37 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Perseverance (Nightmares) (31-43 power, 9 apr)3.0 Encumbrance T3 longsword 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Weapon Damage 31.0 - 43.4 Physical Uses 20% Wil, 90% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +9 Critical Rate +12.0% Attack Speed 100% On-hit +15 manaburn arcane On Critical: * restore 7 stamina and equilibrium While equipped: defense ------ Spell save +18 (+6 eff.) Confus Resist +30% Stun Resist +10% Curse of Nightmares It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
Unerring Scalpel (Corpses) (15-20 power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+4 eff.) Blind-Fight: No penalty when attacking invisible/stealthed Curse of Corpses This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Oakblack the steel dagger (Nightmares) (16-21 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 16.5 - 21.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +10 cold On-crit, radius 2 +4 nature On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: Stats Wil +3 defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Max mana +60.00 Curse of Nightmares Sharp, short and deadly. |
7 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
18 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Aamwenn the Cornac Cursed level 19
25th Dusk 122nd year of Ascendancy at 00:12 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Aamwenn the Cornac Cursed level 9
9th Mirth 122nd year of Ascendancy at 08:18 see stats
Level 10
Got a character to level 10.By Aamwenn the Cornac Cursed level 10
20th Dusk 122nd year of Ascendancy at 22:47 see stats
Level 20
Got a character to level 20.By Aamwenn the Cornac Cursed level 20
32nd Dusk 122nd year of Ascendancy at 19:41 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Aamwenn the Cornac Cursed level 21
33rd Dusk 122nd year of Ascendancy at 03:17 see stats
Size matters
Did over 600 damage in one attack.By Aamwenn the Cornac Cursed level 10
21st Dusk 122nd year of Ascendancy at 16:06 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Aamwenn the Cornac Cursed level 13
22nd Dusk 122nd year of Ascendancy at 16:35 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Aamwenn the Cornac Cursed level 9
9th Mirth 122nd year of Ascendancy at 08:18 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Aamwenn the Cornac Cursed level 9
9th Mirth 122nd year of Ascendancy at 08:18 see stats
Log
Ran for 62 turns (stop reason: at exit).
Aamwenn can not wear (in main hand): thought-forged voratun greatsword of amnesia (Shrouds) (60-95 power, 4 apr) (cannot use currently due to an other worn object).
Aamwenn deactivates Close Combat Management.
New shimmer option unlocked: voratun greatsword
Aamwenn wears: thought-forged voratun greatsword of amnesia (Shrouds) (60-95 power, 4 apr).
New shimmer option unlocked: elven-silk cloak
Aamwenn wears (replacing Boranaribers (Madness) (2 def, 8 armour)): restorative elven-silk cloak (Shrouds) (3 def, 0 armour).
Aamwenn switches her weapons to: unarmed.
Aamwenn switches her weapons to: thought-forged voratun greatsword of amnesia (Shrouds)
Umbrarune.
You gain 7.21 gold from the transmogrification of timebroken elven-silk robe of darkness (+28%) (Shrouds) (0 def, 0 armour).
You gain 3.25 gold from the transmogrification of voratun dagger of torment (Nightmares) (38-49 power, 9 apr).
You gain 7.38 gold from the transmogrification of elven-silk cloak of conjuring (Nightmares) (3 def, 0 armour).
You gain 0.05 gold from the transmogrification of mummy wrappings (Madness) (5 def, 2 armour).
You gain 0.74 gold from the transmogrification of shatter afflictions rune (absorb 81; cd 21).
You gain 0.05 gold from the transmogrification of mummy wrappings (Madness) (5 def, 2 armour).
You gain 6.22 gold from the transmogrification of enlightening voratun mail armour (Corpses) (5 def, 10 armour).
You gain 0.35 gold from the transmogrification of elven-silk wizard hat (Nightmares) (3 def, 0 armour).
You gain 0.05 gold from the transmogrification of mummy wrappings (Misfortune) (5 def, 2 armour).
There is a previous level here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.
Saving game...
Saving done.















































































































