











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Possessor Bonus Class 1.7.4Donators/Buyers bonus! Merchant on the Map 1.7.0Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Ogre |
| Class | Skirmisher |
| Level / Exp | 27 / 76% |
| Size | big |
| Lifes / Deaths | Killed by skeleton magus at level 6 on the 6th Mirth 122nd year of Ascendancy at 21:15 1 / 6Killed by Uremad the krog at level 15 on the 42nd Dusk 122nd year of Ascendancy at 11:50 Killed by Urkis, the High Tempest at level 26 on the 20th Pyre 123rd year of Ascendancy at 06:58 Killed by Grand Corruptor at level 27 on the 31st Pyre 123rd year of Ascendancy at 04:50 Killed by Grand Corruptor at level 27 on the 31st Pyre 123rd year of Ascendancy at 05:01 Killed by Skir at level 27 on the 31st Pyre 123rd year of Ascendancy at 05:06 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 61 (base 58) |
| Constitution | 12 (base 10) |
| Magic | 19 (base 10) |
| Willpower | 17 (base 11) |
| Cunning | 64 (base 54) |
Resources
| Life | 726/726 |
| Stamina | 196/196 |
| Paradox | 300 |
| Healing Factor | 1.0191526171257 |
| Regeneration | 1.2739407714071 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 104 |
| Accuracy | 56 |
| Crit Chance | 48% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +5% |
| Acid | +13% |
| Cold | +12% |
| Temporal | +9% |
| Blight | +6% |
| Physical | +20% |
| Fire | +13% |
| All | 0% |
Offense: Damage Penetration
| Physical | +43% |
| Fire | +38% |
| Cold | +38% |
| Blight | +38% |
| Arcane | +58% |
| Mind | +43% |
| All | +33% |
Defense: Base
| Armour (hardiness) | 59 (63.594633868923%) |
| Defense | 68 |
| Ranged Defense | 68 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 21 |
| Mental Save | 30 |
Defense: Resistances
| Lightning | + 20%( 70%) |
| Darkness | + 14%( 70%) |
| Blight | + 29%( 70%) |
| Physical | + 35%( 70%) |
| Acid | + 25%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Stun Resistance | 22% |
| Poison Resistance | 20% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 262 damage for 3 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 46 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 366 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 530% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Buckler Training | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Scintillating Caves. Escort: lost tinker (level 2 of Scintillating Caves)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved talent Foresight (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Lisuvea the cold drake. Escort: temporal explorer (level 2 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Precognition (+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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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: * You've found the needed honey tree root. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed wretchling eyeball. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed green worm. * You've found the needed pouch of faeros ash. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed pouch of luminous horror dust. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed ice ant stinger. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
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 | blood-soaked pair of iron boots of evasion (3 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego++] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+2 eff.) Apr +4 ----- def ----- Armour +3 Defense +3 (+1 eff.) Fatigue +2% Resists +10% blight Evasion: (Instant) Puts all charms on 30 cooldown Level 5.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 39 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. It was hardened by the digestive sack. |
| Quiver | barbed pouch of dwarven-steel shots of crippling (20/20, 151% power, 3 apr)3.0 T3 shot ammo [Ego++] Master Power 151% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +17.0% Capacity 20 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern 'Snowmistress'2.0 T1 lite [Rare] Nature While equipped: Stats +1 Cun dps ---------- Dmg.mod +6% cold Res.pen +5% cold Melee Ret 8 mind ----- def ----- Max.HP +42.00 ---------- misc Equi/ret +0.04 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. |
| On head | shielding cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +7 Mag +3 Wil dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Defense +2 (+0 eff.) Spell.save +5 (+3 eff.) A pointy cloth hat, very wizardly... |
| On hands | hardened leather gloves 'Bregondil' (0 def, 14 armour)1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +4 Cun +2 Dex dps ---------- Spell.crit +1% Melee+ 7 physical Dmg.mod +6% blight +3% physical Res.pen +5% blight Phasing +30% Acc +5 (+1 eff.) Apr +7 ----- def ----- Armour +14 Mind.save +6 (+3 eff.) Max.HP +49.00 ---------- misc Max.mana +20.00 Unarmed combat: Power 119% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +16 Apr +8 Crit +3.0% Atk.spd 100% On Hit.r1 +7 physical On Crit.r2 +8 physical On Hit: 10% Battle Shout 3 On Hit: 15% Perfect Strike 3 On Hit: 10% Sand Breath 3 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 8 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 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. |
| On fingers | copper ring 'Yvaravena'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% physical ----- def ----- Armour +6 Resists +12% lightning +12% physical +6% darkness +12% blight Poison- +20% Rings make your fingers look great! |
| On fingers | marksman's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- HP.reg +1.00 Stun/Frz- +22% Rings make your fingers look great! |
| Around neck | warrior's copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
| In main hand | hardened leather sling 'Floeoblivion'4.0 T3 sling 1H weapon [Random Unique] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +12 acid +13 fire While equipped: dps ---------- Dmg.mod +13% acid +13% fire +9% temporal +6% cold Res.pen +25% arcane +8% all Acc +10 (+3 eff.) Apr +6 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Heatbrace the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Phys.crit +3.0% Crit.mult +21.00% Phys.pwr +3 (+1 eff.) Res.pen +5% fire ---------- misc Hate/m.crit +1.00 Max.psi +20.00 A belt that goes around your waist. |
| In off hand | steel shield 'Sparklace' (0 def, 13 armour, 125% power, 80 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 126% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +80 Melee+ +12 lightning On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Crit.mult +15.00% Phys.pwr +18 (+6 eff.) ----- def ----- Armour +13 Fatigue +8% Mind.save +6 (+3 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Ce'Niratha' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.crit +1.0% Crit.mult +5.00% On Hit (Melee): * 10% chance to reduce armor by 22% ----- def ----- Defense +1 (+0 eff.) Resists +3% acid Phys.save +12 (+6 eff.) Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 40.32 to 50.40 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
movement infusion of the warrior (speed 572%; 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 increase movement speed by 572% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of the Rift (218.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 237.62 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
warrior's steel ring of fire (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% fire ----- def ----- Armour +6 Resists +20% fire Rings make your fingers look great! |
wizard's steel ring of aether (+12%)0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +12% arcane ----- def ----- Resists +12% arcane Spell.save +6 (+3 eff.) Rings make your fingers look great! |
Jetwinter the ash magestaff (111% power, 3 apr, arcane element)5.0 T2 staff 1H weapon [Rare] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Mag dps ---------- Phys.crit +2.0% Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% arcane +12% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Resists +3% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel greatmaul 'Frosttreason' (168% power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Rare] Master Power 168% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +16 temporal While equipped: Stats +4 Dex +4 Wil +3 Con ----- def ----- Resists +6% temporal +6% cold ---------- misc Light +3 See.Invis +6 Massive two-handed mauls. |
enhanced iron dagger (100% power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Nature Power 100% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: Stats +4 Str +5 Dex +4 Mag +4 Wil +4 Cun +3 Con Sharp, short and deadly. |
Glintzeal4.0 T1 sling 1H weapon [Rare] Arcane Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +7 lightning While equipped: dps ---------- Dmg.mod +10% lightning Res.pen +5% light ----- def ----- Resists +6% lightning +9% darkness +3% light HP.reg +2.00 Slings are used to hurl stones or metal shots at your foes. |
Coalbender the pouch of iron shots (18/18, 108% power, 1 apr)3.0 T1 shot ammo [Rare] Nature Power 108% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 18 Ranged+ +6 nature On Hit.r1 +4 mind +12 darkness On Hit: * 20 arcane resource burn * 20% chance to slow global speed by 48% Shots are used with slings to pummel your foes to death. |
Silymira the pouch of steel shots (17/17, 122% power, 2 apr)3.0 T2 shot ammo [Random Unique] Nature/Master Power 122% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +6 Apr +2 Crit +4.5% Capacity 17 Phasing +20% Ranged+ +16 blight +21 cold +8 arcane On Crit.r2 +14 cold Shots are used with slings to pummel your foes to death. |
focusing linen robe of light (+18%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +12% light ----- def ----- Resists +18% light +7% all ---------- misc Mana/turn +0.12 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
spiritwalker's rough leather belt1.0 T1 belt armor [Ego+] Arcane While equipped: Stats +5 Mag ---------- misc Mana/turn +0.10 Max.mana +21.00 A belt that goes around your waist. |
insulating pair of dwarven-steel boots of phasing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +3 Mag +2 Wil ----- def ----- Armour +4 Fatigue +3% Resists +7% fire +8% cold Blink to a nearby random location (rad 10) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
steady dwarven-steel gauntlets of spellstriking (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane/Psionic While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.pwr +5 (+3 eff.) Melee+ 8 arcane Dmg.mod +5% arcane Acc +7 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +3% arcane Phys.save +5 (+3 eff.) Mind.save +7 (+4 eff.) Disarm- +23% Unarmed combat: Power 121% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +8 Apr +9 Crit +8.0% Atk.spd 83% Melee+ +7 arcane On Hit: 10% Perfect Control 3 On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat of fire (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Defense +1 (+0 eff.) Resists +16% fire A pointy cloth hat, very wizardly... |
13 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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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. |
14 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. |
5 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. |
2 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 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. |
12 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. |
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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
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. |
293 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. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
crystalomancer's dwarven-steel pickaxe (dig speed 30 turns)3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str +3 Mag dps ---------- Spell.crit +6% ---------- misc Max.mana +34.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Skir the Ogre Skirmisher level 22
4th Haze 122nd year of Ascendancy at 01:54 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Skir the Ogre Skirmisher level 15
37th Dusk 122nd year of Ascendancy at 18:56 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Skir the Ogre Skirmisher level 20
2nd Haze 122nd year of Ascendancy at 06:48 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Skir the Ogre Skirmisher level 19
75th Dusk 122nd year of Ascendancy at 14:51 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Skir the Ogre Skirmisher level 10
1st Summertide 122nd year of Ascendancy at 06:47 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Skir the Ogre Skirmisher level 20
75th Dusk 122nd year of Ascendancy at 15:45 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Skir the Ogre Skirmisher level 26
7th Pyre 123rd year of Ascendancy at 10:48 see stats
Shasshhiy'Kaish (Nightmare (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Skir the Ogre Skirmisher level 21
3rd Haze 122nd year of Ascendancy at 02:53 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Skir the Ogre Skirmisher level 24
20th Haze 122nd year of Ascendancy at 07:04 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Skir the Ogre Skirmisher level 9
9th Mirth 122nd year of Ascendancy at 03:46 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Skir the Ogre Skirmisher level 26
52nd Haze 122nd year of Ascendancy at 03:51 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Skir the Ogre Skirmisher level 13
10th Flare 122nd year of Ascendancy at 18:30 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Skir the Ogre Skirmisher level 27
30th Pyre 123rd year of Ascendancy at 11:56 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Skir the Ogre Skirmisher level 25
25th Haze 122nd year of Ascendancy at 02:04 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Skir the Ogre Skirmisher level 16
65th Dusk 122nd year of Ascendancy at 10:40 see stats
Utterly Destroyed (Nightmare (Adventure) difficulty)
Died on the Eidolon Plane.By Skir the Ogre Skirmisher level 27
31st Pyre 123rd year of Ascendancy at 05:06 see stats
Log
You are taken to the Fearscape!
Lore found: a fearsome sight
You can read all your collected lore in the game menu, by pressing Escape.
Lava floor burns Skir!
Grand Corruptor hits Skir for 86 fire damage.
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Grand Corruptor stops bleeding.
Talent Infusion: Movement is ready to use.
Rotting Disease from Grand Corruptor hits Skir for 25 blight damage.
Lava floor heals Grand Corruptor!
Grand Corruptor casts Drain.
Grand Corruptor deactivates Fearscape.
Grand Corruptor receives 165 healing.
Grand Corruptor hits Skir for 151 blight damage.
Skir the level 27 ogre skirmisher was fouled to death by Grand Corruptor on level 1 of Fearscape.
--------------------------------
You are brought back from the Fearscape!
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Grand Corruptor killed Skir!
Saving game...
Talent Crippling Poison is ready to use.
Talent Trained Reactions is ready to use.
Talent Numbing Poison is ready to use.
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Saving done.
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!
































































































