










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:
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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 | Brawler |
| Level / Exp | 21 / 71% |
| Size | big |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 556 (base 50) |
| Dexterity | 550 (base 50) |
| Constitution | 556 (base 50) |
| Magic | 550 (base 50) |
| Willpower | 554 (base 50) |
| Cunning | 550 (base 50) |
Resources
| Psi | 350/350 |
| Life | 617/617 |
| Steam | 100/100 |
| Stamina | 218/218 |
| Equilibrium | 0 |
| Healing Factor | 2.5 |
| Regeneration | 73.705551490975 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +141.41028527798% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 9 |
| See Stealth | 87.243619901011 |
| See Invisible | 87.243619901011 |
Offense: Barehand
| Damage | 431 |
| Accuracy | 166 |
| Crit Chance | 197% |
| APR | 47 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 139 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 147 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +8% |
| Light | +18% |
| Temporal | +9% |
| Blight | +5% |
| Physical | +7% |
| Mind | +15% |
Offense: Damage Penetration
| Physical | +9% |
| Light | +10% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 22 (67.566993956804%) |
| Defense | 138 |
| Ranged Defense | 138 |
| Fatigue | 0 |
| Physical Save | 121.8 |
| Spell Save | 122.2 |
| Mental Save | 121 |
Defense: Resistances
| Blight | + 45%( 70%) |
| Physical | + 48%( 70%) |
| Cold | + 28%( 70%) |
| All | + 23%( 70%) |
| Lightning | + 42%( 70%) |
| Light | + 31%( 70%) |
| Temporal | + 18%( 70%) |
| Darkness | + 28%( 70%) |
| Fire | + 50%( 70%) |
| Nature | + 34%( 70%) |
Defense: Immunities
| Teleport Resistance | 0% |
| Pinning Resistance | 53% |
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
Inscriptions (4/5)
| 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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1980 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Tactical | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Finishing moves | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Grappling | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Solipsism | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Pugilism | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Unarmed discipline | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Technique / Unarmed training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Engineering | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Mobility | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Scoundrel | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
| talent | Daunting Presence |
| talent | Precise Strikes |
| talent | Trained Reactions |
| talent | Exploit Weakness |
| talent | Striking Stance |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+41% global speed). Clarity |
| beneficial effect | Countering melee attacks: Has a 90% chance to get an automatic counter attack when avoiding a melee attack. (4.7 counters remaining) Counter Attacking |
Quests
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved talent Spit Poison (+1 level(s)). | 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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 have explored the ruins of Kor'Pul and vanquished the Shade. | 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | dreamer's pair of iron boots of phasing (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego++] Arcane/Psionic While equipped: Stats Mag +2, Wil +5, Cun +3 defense ------ Armor +3 Fatigue +2% Physical save +6 (+0 eff.) Spell save +6 (+0 eff.) Mind save +6 (+1 eff.) Blink to a nearby random location (rad 7) Puts all charms on 15 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | psychokinetic pouch of steel shots of crippling (20/20, 20-23 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego++] Master/Psionic Weapon Damage 19.5 - 23.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +10.5% Capacity 20 On-ranged-hit +5 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 458 physical damage On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
| On hands | sand voratun gauntlets of regeneration (0 def, 10 armour)1.5 Encumbrance T4 hands armor [Ego+] Nature While equipped: offense ------ On-Hit 10 physical Damage +4% physical defense ------ Armor +10 Fatigue +5% Life Regen +4.80 other ------- Stamina/turn +1.10 Psi/turn +0.15 Unarmed combat: Weapon Damage 28.0 - 39.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On-Hit, radius 1 +11 physical On-crit, radius 2 +10 physical On Hit: 10% Sand Breath level 5 On Hit: 10% Second Wind level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | thaloren voratun helm of the bounder (0 def, 6 armour)3.0 Encumbrance T5 head armor [Ego++] Master While equipped: Stats Str +10, Dex +9, Wil +8 defense ------ Armor +6 Fatigue +5% Resistance +11% blight Mind save +14 (+2 eff.) Skullcracker: Puts all charms on 12 turn cooldown Effective talent level: 3.0 Power cost 12 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 3058.3 Physical damage. If the attack hits, the target is confused (50% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| 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 | mule's copper ring of arcana (+0.13/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Fatigue -4% Silence Resist +20% other ------- Encumbrance +20 Mana/turn +0.13 Rings make your fingers look great! |
| On fingers | steel ring 'Noonbutcher'0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats Str +6, Wil +4, Con +6 offense ------ Physical Power +7 (+1 eff.) Damage +12% light Ignore resists +10% light Ignore Shields +30% When Hit 2 arcane other ------- Max vim +10.00 Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+0 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| Main armor | Emyma (3 def, 3 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Master While equipped: Stats Cun +3 offense ------ Spell Crit +5% Spellpower +6 (+1 eff.) Damage +9% temporal, +6% light +8% darkness Ignore resists +10% temporal defense ------ Armor +3 Defense +3 (+0 eff.) Resistance +7% lightning, +3% temporal +7% darkness, +7% cold +7% blight, +7% fire +7% light, +9% all Physical save +33 (+1 eff.) Spell save +25 (+1 eff.) Mind save +14 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | Flashblood1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats Wil +2 offense ------ Mind Crit +8% Mindpower +6 (+1 eff.) Damage +15% mind defense ------ Resistance +18% lightning Mind save +7 (+1 eff.) other ------- Max hate +10.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | Radiancevein (32 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 63 defense ------ Defense +32 (+4 eff.) Resistance +11% blight, +14% nature +3% light Mind save +6 (+1 eff.) Life Regen +7.00 Healmod +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | ravager's drakeskin leather belt of recklessness1.0 Encumbrance T5 belt armor [Ego++] Master While equipped: offense ------ Physical Crit +4.0% Critical power +12.00% Physical Power +4 (+1 eff.) Damage +13% physical Ignore resists +9% physical A belt that goes around your waist. |
Inventory
Eel-skin armour (16 def, 0 armour)9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats Cun +3, Dex +2 defense ------ Defense +16 (+2 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 15 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 137.00 to 410.99 lightning damage (273.99 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
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. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
2 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. |
2 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. |
2 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. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+0 eff.) Physical save +6 (+0 eff.) Spell save +6 (+0 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+0 eff.) Physical save +6 (+0 eff.) Spell save +6 (+0 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Physical save +4 (+0 eff.) Spell save +4 (+0 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Physical save +4 (+0 eff.) Spell save +4 (+0 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+0 eff.) Spell save +8 (+0 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+0 eff.) Spell save +8 (+0 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Eye of the Wyrm (16-18 power, 24 apr, physical damage)3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature Weapon Damage 16.0 - 17.6 Physical Uses 50% Wil, 20% Str, 10% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +2.5% Attack Speed 100% Damage Conversion 20% acid, 20% physical 20% cold, 20% fire 20% lightning While equipped: offense ------ Physical Crit +5.0% Mind Crit +5% Physical Power +10 (+2 eff.) Mindpower +10 (+1 eff.) Damage +12% lightning, +12% physical +12% fire, +12% cold +12% acid defense ------ Resistance +10% acid, +10% physical +10% fire, +10% cold +10% lightning other ------- Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Lightning Breath: Effective talent level: 4.0 Power cost 17 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe lightning in a frontal cone of radius 8. Any target caught in the area will take 424.62 to 1273.86 lightning damage (849.24 average) and be stunned for 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate, and the Stun apply power is based on your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
spellcowled elven-silk cloak (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego+] Arcane While equipped: Stats Mag +3, Wil +3 defense ------ Defense +3 (+0 eff.) Spell save +11 (+0 eff.) other ------- Max mana +69.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crown of Eternal Night (0 def, 3 armour)2.0 Encumbrance T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: defense ------ Armor +3 Fatigue +3% Damage Reduction +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
3 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+1 eff.) Physical save +10 (+0 eff.) Spell save +10 (+0 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+1 eff.) Physical save +10 (+0 eff.) Spell save +10 (+0 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Evermoss Robe (12 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Nature While equipped: Stats Wil +5 offense ------ Mind Crit +5% Mindpower +12 (+1 eff.) Damage +30% nature Ignore resists +10% nature When Hit 35 nature slow defense ------ Defense +12 (+1 eff.) Resistance +25% nature, +13% all Physical save +15 (+0 eff.) Life Regen +0.20 Healmod +15% other ------- Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Anmalice (47-66 power, 20 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Psionic/Unknown Weapon Damage 47.0 - 65.8 Physical Uses 10% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +20 Critical Rate +7.0% Attack Speed 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: offense ------ Mindpower +9 (+1 eff.) Damage +8% mind defense ------ Mind save -30 (-4 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Lunar Shield (0 def, 20 armour, 250 block)7.0 Encumbrance T5 shield armor [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Spellpower +20 (+3 eff.) Damage +40% darkness defense ------ Armor +20 Fatigue +2% Resistance +25% darkness other ------- Talents +1 Block Masteries +0.30 Celestial/Star fury +0.30 Celestial/Twilight On Spell Hit: 10% Moonlight Ray level 2 A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
fearforged voratun mail armour (5 def, 10 armour)14.0 Encumbrance T5 heavy armor [Ego+] Arcane While equipped: Stats Con +7 defense ------ Armor +10 Defense +5 (+0 eff.) Fatigue +21% Resistance +10% fire, -15% light +10% darkness Physical save +7 (+0 eff.) Spell save +7 (+0 eff.) Mind save +7 (+1 eff.) A suit of armour made of mail. |
2 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
enlightening voratun plate armour of the dragon (0 def, 16 armour)17.0 Encumbrance T5 massive armor [Ego++] Nature/Psionic While equipped: Stats Cun +6, Wil +6 defense ------ Armor +16 Fatigue +22% Resistance +10% acid, +10% physical +11% cold, +12% lightning +13% fire Mind save +18 (+3 eff.) Disarm Resist +28% Stun Resist +30% Knockbk Resist +31% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
4 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Bindings of Eternal Night (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 (+1 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. 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. |
ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Item imbue powers: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 6 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 317.88 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
enveloping linen cloak of battle (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +1 (+1 eff.) defense ------ Defense +6 (+0 eff.) Fatigue -2% Physical save +6 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gloridana the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +2 (+0 eff.) defense ------ Defense +15 (+2 eff.) Physical save +6 (+0 eff.) Disease Resist +10% Stun Resist +20% A belt that goes around your waist. |
Thunderpain the quiver of elm arrows (45/45, 14-19 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Rare] Master Weapon Damage 13.5 - 18.9 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 45 On-ranged-hit +4 lightning, +10 item expose On-crit, radius 2 +4 lightning On Hit: * 10% chance to reduce all saves and defense by 63 While equipped: other ------- Reload +7 Arrows are used with bows to pierce your foes to death. |
Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats Mag +6 offense ------ Spell Crit +15% Spellpower +15 (+2 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
18 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. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats Lck +5 defense ------ Defense +5 (+0 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats Cun +3 defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 29 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
24 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 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. |
23 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. |
25 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. |
26 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. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats Cun +4, Wil +4 offense ------ Mindpower +2 (+0 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 125% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
Unerring Scalpel (15-20 power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Str, 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 (+2 eff.) Blind-Fight: No penalty when attacking invisible/stealthed 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. |
prismatic rough leather armour of the void (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego+] Arcane While equipped: offense ------ On-Hit 5 darkness On-Ranged-Hit 5 darkness defense ------ Armor +2 Defense +3 (+0 eff.) Fatigue +6% Resistance +10% temporal, +22% darkness +11% light Out-of-Phase Defense +12 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Blink to a nearby random location (rad 7) Puts all charms on 15 turn cooldown A suit of armour made of leather. |
heroic rough leather gloves of spellstriking (0 def, 4 armour)1.0 Encumbrance T1 hands armor [Ego++] Arcane/Master While equipped: Stats Mag +4, Wil +4 offense ------ Spellpower +5 (+1 eff.) On-Hit 5 arcane Damage +3% arcane defense ------ Armor +4 Resistance +3% arcane Mind save +5 (+1 eff.) Life +41.00 Unarmed combat: Weapon Damage 11.5 - 12.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +4 Ignore Armor +1 Critical Rate +1.0% Attack Speed 125% On-hit +5 arcane On Hit: 10% Battle Shout level 1 On Hit: 10% Manathrust level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
warlord's rough leather cap of the bounder (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego++] Nature/Master While equipped: Stats Str +10, Dex +5, Wil +3 offense ------ Physical Power +7 (+1 eff.) defense ------ Armor +1 Fatigue +1% Resistance +6% physical Physical save +6 (+0 eff.) Skullcracker: Puts all charms on 12 turn cooldown Effective talent level: 3.0 Power cost 12 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 3058.3 Physical damage. If the attack hits, the target is confused (50% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 15 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 252.36 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 252.36 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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
Dragon's Greed
Amassed 8000 gold pieces.By Amelie the Cornac Brawler level 9
3rd Mirth 122nd year of Ascendancy at 14:08 see stats
Level 10
Got a character to level 10.By Amelie the Cornac Brawler level 10
8th Mirth 122nd year of Ascendancy at 15:40 see stats
Level 20
Got a character to level 20.By Amelie the Cornac Brawler level 20
10th Mirth 122nd year of Ascendancy at 21:12 see stats
Size is everything
Did over 1500 damage in one attack.By Amelie the Cornac Brawler level 21
16th Dusk 122nd year of Ascendancy at 17:35 see stats
Size matters
Did over 600 damage in one attack.By Amelie the Cornac Brawler level 11
8th Mirth 122nd year of Ascendancy at 21:48 see stats
The Arena
Unlocked Arena mode.By Amelie the Cornac Brawler level 9
3rd Mirth 122nd year of Ascendancy at 14:42 see stats
The bigger the better!
Did over 3000 damage in one attack.By Amelie the Cornac Brawler level 21
17th Dusk 122nd year of Ascendancy at 20:24 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Amelie the Cornac Brawler level 9
3rd Mirth 122nd year of Ascendancy at 14:08 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Amelie the Cornac Brawler level 9
3rd Mirth 122nd year of Ascendancy at 14:08 see stats
Log
You gain 0.89 gold from the transmogrification of stabilizing linen wizard hat (1 def, 0 armour).
You gain 0.50 gold from the transmogrification of rough leather armour (3 def, 2 armour).
You gain 2.43 gold from the transmogrification of potent ash magestaff of might (19-23 power, 3 apr, fire element).
You gain 3.25 gold from the transmogrification of noble's rough leather belt.
You gain 6.17 gold from the transmogrification of hardened leather gloves of sorrow (0 def, 2 armour).
You gain 13.47 gold from the transmogrification of Tundratreason (20/20, 20-23 power, 2 apr).
You gain 0.25 gold from the transmogrification of pair of iron boots (0 def, 3 armour).
You gain 1.71 gold from the transmogrification of cashmere robe of power (0 def, 0 armour).
You gain 1.00 gold from the transmogrification of wild infusion (res 16%; physical; dur 4; cd 14).
You enter a zero gravity zone, beware!
Saving game...
Saving done.
Saving game...
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the northeast (ultimate telugoroth)).
Saving done.
Amelie rushes out!
You can only rush to a creature.
Ultimate telugoroth retunes the fabric of spacetime.
Ultimate telugoroth resists the swap!
Greater teluvorta retunes the fabric of spacetime.
Greater telugoroth retunes the fabric of spacetime.
Ultimate telugoroth retunes the fabric of spacetime.
Amelie rushes out!
You can only rush to a creature.
Saving game...
Saving done.




































































































































