










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Wyrmic |
| Level / Exp | 26 / 33% |
| Size | medium |
| Lifes / Deaths | Killed by Bala at level 18 on the 68th Haze 122nd year of Ascendancy at 03:32 0 / 7Killed by thief at level 22 on the 48th Regrowth 123rd year of Ascendancy at 06:59 Killed by Grand Corruptor at level 23 on the 2nd Pyre 123rd year of Ascendancy at 18:39 Killed by grave wight at level 23 on the 44th Pyre 123rd year of Ascendancy at 13:06 Killed by skeleton master archer at level 26 on the 50th Pyre 123rd year of Ascendancy at 09:35 Killed by The Master at level 26 on the 51st Pyre 123rd year of Ascendancy at 10:16 Killed by ghoul at level 26 on the 51st Pyre 123rd year of Ascendancy at 12:18 |
| Antimagic | Follower |
Primary Stats
| Strength | 52 (base 32) |
| Dexterity | 32 (base 10) |
| Constitution | 62 (base 52) |
| Magic | 22 (base 10) |
| Willpower | 66 (base 36) |
| Cunning | 31 (base 10) |
Resources
| Life | -579/1091 |
| Stamina | 152/315 |
| Equilibrium | 30 |
| Healing Factor | 1.5398029716162 |
| Regeneration | 24.973644091131 |
Speed
| Mental | +12.028637809585% |
| Attack | +12.028637809585% |
| Movement | +11.093867610317% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| See Stealth | 8 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 71 |
| Accuracy | 45 |
| Crit Chance | 18% |
| APR | 14 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 10.5 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 21% |
| Speed | 0.89262890235236 |
Offense: Damage Bonus
| Acid | +12% |
| Blight | +12% |
| Arcane | +3% |
| Cold | +12% |
| All | 0% |
| Lightning | +12% |
| Light | +10% |
| Physical | +20% |
| Mind | +15% |
| Darkness | +12% |
| Fire | +12% |
| Nature | +55% |
Offense: Damage Penetration
| Acid | +36% |
| Blight | +51% |
| Arcane | +32% |
| Cold | +31% |
| All | +12% |
| Lightning | +31% |
| Physical | +46% |
| Darkness | +51% |
| Fire | +31% |
| Nature | +46% |
Defense: Base
| Armour (hardiness) | 40.08934837382 (81.151787968034%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 25 |
| Physical Save | 43 |
| Spell Save | 38 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Blight | + 15%( 70%) |
| Physical | + 15%( 70%) |
| Cold | + 20%( 70%) |
| All | + 6%( 70%) |
| Lightning | + 28%( 70%) |
| Light | + 14%( 70%) |
| Temporal | + 21%( 70%) |
| Mind | + 18%( 70%) |
| Darkness | + 17%( 70%) |
| Fire | + 16%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Disarm Resistance | 24% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 61% |
| Knockback Resistance | 64% |
| Stun Resistance | 39% |
| Poison Resistance | 0% |
| Blind Resistance | 49% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -378 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 757 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 363 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 148 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.55 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 2/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.55 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Strength by +5. | done |
You failed to protect the lost sun paladin from death by hummerhorn. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by wretchling. Escort: lost sun paladin (level 6 of Dreadfell) | failed |
You failed to protect the lost warrior from death by sick brown bear. Escort: lost warrior (level 2 of Heart of the Gloom) | failed |
You failed to protect the repented thief from death by Zubibrekira the deformed great wolf. Escort: repented thief (level 1 of Heart of the Gloom) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the temporal explorer from death by Xerebeth the armoured skeleton warrior. Escort: temporal explorer (level 8 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 106. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed pouch of bone giant dust. * You've found the needed vial of wight ectoplasm. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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! | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Urifast (13 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +12 Dex +2 Cun dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) Res.pen +5% acid +15% physical ----- def ----- Armour +5 Defense +13 (+6 eff.) Fatigue +4% Resists +9% lightning +13% temporal +3% acid Mind.save +12 (+5 eff.) ---------- misc Psi/ret +0.12 Max.psi +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Blackmonster1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Res.pen +20% darkness Melee Ret 4 darkness On Hit (Melee): * 10% chance to slow global speed by 54% * 10 arcane resource burn ----- def ----- Resists +3% lightning +3% temporal +9% light Mind.save +7 (+3 eff.) ---------- misc Light +4 See.Stealth +8 See.Invis +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| Tool | overpowered steel torque of psionic shield [power 77] (19/32 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 77 for 5 turns Puts all charms on 32 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 557.39 You won the Ring of Blood trial, and this is your reward. |
| Around waist | Anenarindil the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Spell.crit +3% Res.pen +20% blight +20% arcane Against +24% Summoned Melee Ret 8 blight ----- def ----- D.Red.from +32% Summoned Spell.save +6 (+2 eff.) ---------- misc Mana/s.crit +2.00 Max.mana +100.00 A belt that goes around your waist. |
| In main hand | Emethra (32-48 power, 2 apr)3.0 T3 battleaxe 2H weapon [Random Unique] Nature/Master Power 32.0 - 48.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +14 nature +4 mind On Hit.r1 +4 arcane While equipped: Stats +9 Str +7 Dex +10 Mag +7 Wil +9 Cun +9 Con dps ---------- Mind.crit +3% Dmg.mod +3% arcane +15% mind Res.pen +12% all Acc +14 (+5 eff.) Apr +12 ---------- misc Max.hate +2.00 Massive two-handed battleaxes. |
| On hands | Spellhunt Remnants (3 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +8 (+2 eff.) Dmg.mod +15% nature Res.pen +15% nature ----- def ----- Armour +4 Defense +3 (+1 eff.) Spell.save +8 (+3 eff.) Max.HP +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Main armor | rejuvenating dwarven-steel plate armour of the dragon (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +7% acid +8% physical +7% cold +7% lightning +9% fire HP.reg +2.40 Disarm- +24% Stun/Frz- +20% Knockbk- +25% ---------- misc Stam/turn +1.00 Cooldown Rush -5 A suit of armour made of metal plates. |
| Cloak | enveloping linen cloak of the guardian (13 def, 3 armour)2.0 T1 cloak armor [Ego+] Master While equipped: ----- def ----- Armour +3 Defense +13 (+6 eff.) Phys.save +18 (+6 eff.) Spell.save +11 (+4 eff.) Mind.save +11 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | clarifying gold amulet of perfection (0.25 Wild-gift / Call of the wild,0.25 Wild-gift / Fire drake aspect)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +13% mind Confus- +31% ---------- misc Masteries +0.25 Wild-gift/Call of the wild +0.25 Wild-gift/Fire drake aspect Amulets make your neck look great! |
Inventory
healing infusion of the sneak (heal 102; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 102 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Falerek the Tundrarupture0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +15 (+5 eff.) Acc +20 (+7 eff.) ----- def ----- Resists +6% cold +1% physical Phys.save +11 (+4 eff.) Spell.save +11 (+4 eff.) Mind.save +11 (+4 eff.) Amulets make your neck look great! |
grounding gold amulet of willpower (+2)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +14% lightning Stun/Frz- +26% Amulets make your neck look great! |
mindweaver's gold amulet of murder0.1 T3 amulet jewelry [Ego++] Master/Psionic While equipped: Stats +3 Wil dps ---------- Crit.mult +12.00% Mind.pwr +8 (+2 eff.) Acc +6 (+2 eff.) Apr +12 ----- def ----- Mind.save +7 (+3 eff.) Confus- +12% Amulets make your neck look great! |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
gold ring of luminosity0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 14 light Ranged+ 14 light Dmg.mod +12% light Rings make your fingers look great! |
rogue's gold ring of frost (+26%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +13% cold ----- def ----- Defense +8 (+4 eff.) Resists +26% cold Rings make your fingers look great! |
steel ring of darkness (+20%)0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Rings make your fingers look great! |
stralite battleaxe of enduring (45-68 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Nature Power 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% While equipped: Stats +7 Con +19 Wil ----- def ----- Max.HP +48.00 Massive two-handed battleaxes. |
Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 202.43 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
horrifying vined mindstar of disruption (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Disrupt/Psionic Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Against +8% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 5 mind 5 darkness Dmg.mod +4% mind +5% darkness ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Normal] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Penitence (15-18 power, 4 apr, lightning element)5.0 T2 staff 2H weapon Reqs Mag 24 [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+4 eff.) ----- def ----- Resists +30% blight +30% lightning Affinity +20% lightning Spell.save +15 (+5 eff.) ---------- misc Talents +1 Command Staff Cure up to 3 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
River's Fury (23-32 power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+4 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 4.05 cold damage and 4.34 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
grounding rough leather belt1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +6% temporal A belt that goes around your waist. |
hardened leather belt of recklessness1.0 T3 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +8.00% Phys.pwr +3 (+1 eff.) A belt that goes around your waist. |
Malygovon (0 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +2 Cun dps ---------- Crit.mult +15.00% Dmg.mod +14% arcane Res.pen +15% mind ----- def ----- Resists +9% all ---------- misc Equi/ret +0.08 Psi/ret +0.12 Max.mana +39.00 Max.hate +8.00 Max.psi +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrรซ (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 A pair of boots made of leather. |
undeterred pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +4 Fatigue +3% Silence- +20% Confus- +30% Stun/Frz- +25% Rush: Puts all charms on 25 cooldown Level 1.3 Pwr.cost 25 out of 25/25. Range 6 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. |
radiant dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 7 light Dmg.mod +6% light +6% arcane ----- def ----- Armour +2 Fatigue +3% Resists +8% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel helm 'Brightquench' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Wil dps ---------- Dmg.mod +18% nature Res.pen +25% darkness ----- def ----- Armour +4 Fatigue +4% Resists +9% blight Mind.save +8 (+3 eff.) ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Ivunne' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 27 ----- def ----- Armour +1 Fatigue +1% Resists +3% acid +11% light +6% blight +5% arcane +10% darkness A cap made of leather. |
enlightening stralite mail armour of the deep (4 def, 10 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +5 Cun +6 Wil ----- def ----- Armour +10 Defense +4 (+2 eff.) Fatigue +12% Resists +7% acid +8% cold Mind.save +16 (+6 eff.) ---------- misc Breathe water A suit of armour made of mail. |
Rogue Plight (6 def, 7 armour)9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+3 eff.) Fatigue +7% Resists +35% nature Crit.chn- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
Eilinasewe the Kindlearc (15 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Res.pen +5% light Melee Ret 4 light 4 lightning ----- def ----- Armour +9 Defense +15 (+7 eff.) Fatigue +22% Resists +6% acid +18% cold Crit.chn- 10.00% ---------- misc Light +3 A suit of armour made of metal plates. |
impenetrable iron plate armour of cold resistance (0 def, 13 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +15% cold A suit of armour made of metal plates. |
rejuvenating steel plate armour of Eyal (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +9 Fatigue +22% Max.HP +20.00 HP.reg +4.90 Heal.mod +13% ---------- misc Stam/turn +0.80 A suit of armour made of metal plates. |
4 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. |
45 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 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. |
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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
11 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 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. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(123 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
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. |
4 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. |
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. |
4 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. |
6 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. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Bala the Thalore Wyrmic level 23
7th Pyre 123rd year of Ascendancy at 10:46 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Bala the Thalore Wyrmic level 20
6th Decay 122nd year of Ascendancy at 02:52 see stats
Exterminator
Killed 1000 creatures.By Bala the Thalore Wyrmic level 19
72nd Haze 122nd year of Ascendancy at 23:57 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Bala the Thalore Wyrmic level 20
77th Haze 122nd year of Ascendancy at 19:53 see stats
Level 10
Got a character to level 10.By Bala the Thalore Wyrmic level 10
34th Dusk 122nd year of Ascendancy at 05:27 see stats
Level 20
Got a character to level 20.By Bala the Thalore Wyrmic level 20
74th Haze 122nd year of Ascendancy at 12:21 see stats
That was close
Killed your target while having only 1 life left.By Bala the Thalore Wyrmic level 21
5th Allure 123rd year of Ascendancy at 08:24 see stats
The Arena
Unlocked Arena mode.By Bala the Thalore Wyrmic level 13
4th Haze 122nd year of Ascendancy at 01:02 see stats
The secret city
Discovered the truth about mages.By Bala the Thalore Wyrmic level 22
21st Regrowth 123rd year of Ascendancy at 15:23 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Bala the Thalore Wyrmic level 19
73rd Haze 122nd year of Ascendancy at 07:09 see stats
Log
Bala hits Ghoul for 5 arcane damage.
Bala hits The Master for 81 physical, 18 nature, 4 mind, 9 arcane, 4 arcane (116 total damage).
Bala receives 4 healing from Bloodcaller.
Lord of Skulls (warrior) hits Bala for 36 physical damage.
Melee retaliation hits Lord of Skulls (warrior) for (4 blocked), 0 darkness, (11 blocked), 0 blight, (28 blocked), 0 cold (0 total damage).
The Master casts Manathrust.
The Master's spell attains critical power!
Bala punishes The Master for casting a spell!
Ghoul uses Retch.
Ghoul VOMITS on the ground!
The Master hits Bala for 232 arcane damage.
Bala hits The Master for 75 mind damage.
Bala receives 3 healing from Bloodcaller.
Armoured skeleton warrior speeds up.
Armoured skeleton warrior performs a melee critical strike against Bala!
Ghoul speeds up in the retch.
Bala HEALS from acid damage!
Lord of Skulls (warrior) receives 50 healing from Ghoul's purging blight area effect.
Armoured skeleton warrior receives 47 healing from Ghoul's purging blight area effect.
The Master receives 49 healing from Ghoul's purging blight area effect.
Ghoul's purging blight area effect hits Bala for 15 blight damage.
Ghoul receives 63 healing from Ghoul's purging blight area effect.
Armoured skeleton warrior receives 24 healing from Ghoul's purging blight area effect.
The Master receives 24 healing from Ghoul's purging blight area effect.
Ghoul receives 31 healing from Ghoul's purging blight area effect.
Lord of Skulls (warrior) receives 25 healing from Ghoul's purging blight area effect.
Armoured skeleton warrior hits Bala for 215 physical, 4 acid, 3 healing, 6 fire (225 total damage) [3 healing].
Melee retaliation hits Armoured skeleton warrior for 5 darkness, 11 blight, 28 cold (44 total damage).
Bala receives 1 healing from Bloodcaller.
Bala the level 26 thalore wyrmic was tainted to death by a ghoul on level 9 of Dreadfell.






























































































































