
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Store Restocker 1.5.5Ashes 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:
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. Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Hulk! 1.4.8 Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Spell Merchants 1.6.6T.O.M.E 1.7.6 This mod adds 14 Merchants who will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items! Conquer 3 Custom Dungeons and defeat 8 Unique Bosses! Build your Ultimate Character!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry.
New Dungeons:
3 Custom dungeons have been added to the world map [Blood Soaked Ruins, Infested Ruins & Road to Derth].
New Bosses:There are 8 unique bosses that will spawn in the new dungeons (With custom sprites). Battle against vampires, werewolves and wererats 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.
Merchant Locations
2. DLC is NOT required to play this addonTalents that require 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.
This mod is where it's at, thanks to this amazing community giving feedback and bug reports! This was a hobby project I started to add things that I wanted in the game, and it grew due to community feedback! I want to give a Heartfelt Thank You to all who contributed with ideas, requests and bug reports. This mod wouldn't be where its at without you! If you enjoy this mod please consider giving it a like. <3 Possessor Bonus Class 1.7.4Donators/Buyers bonus! More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Resist levels 1.5.10Gives bonus resistances (to elements and negative effects) on level ups Better Item Description 1.7.2This 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 More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. 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 | Nightmare Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Writhing One |
| Level / Exp | 20 / 14% |
| Size | big |
| Lifes / Deaths | Killed by The Possessed at level 13 on the 8th Flare 122nd year of Ascendancy at 12:28 0 / 6Killed by thief at level 15 on the 14th Dusk 122nd year of Ascendancy at 01:34 Killed by worm that walks at level 16 on the 15th Dusk 122nd year of Ascendancy at 10:18 Killed by Yvenor the greater faeros at level 20 on the 54th Dusk 122nd year of Ascendancy at 06:14 Killed by Lisath the midge swarm at level 20 on the 54th Dusk 122nd year of Ascendancy at 08:31 Killed by Dinteg the thalore at level 20 on the 60th Dusk 122nd year of Ascendancy at 16:59 |
Primary Stats
| Strength | 40 (base 22) |
| Dexterity | 31 (base 16) |
| Constitution | 38 (base 30) |
| Magic | 62 (base 39) |
| Willpower | 19 (base 14) |
| Cunning | 16 (base 11) |
Resources
| Life | -130/740 |
| Insanity | 0/100 |
| Healing Factor | 1.3102122670883 |
| Regeneration | 2.9479776009488 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +49.545105411695% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 53 |
| Accuracy | 53 |
| Crit Chance | 7% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +9% |
| Light | +11% |
| Physical | +7% |
| Cold | +9% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +15% |
| Darkness | +10% |
| Mind | +15% |
| Cold | +10% |
| Fire | +10% |
Defense: Base
| Armour (hardiness) | 27 (30%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 11 |
| Physical Save | 38 |
| Spell Save | 26 |
| Mental Save | 18 |
Defense: Resistances
| Fire | + 29%( 70%) |
| Nature | + 27%( 70%) |
| Light | + 29%( 70%) |
| Temporal | + 29%( 70%) |
| Cold | + 35%( 70%) |
| Physical | + 38%( 70%) |
| Mind | + 32%( 70%) |
| All | + 25%( 70%) |
Defense: Immunities
| Teleport Resistance | 19% |
| Pinning Resistance | 19% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 19% |
| Stun Resistance | 19% |
| Disarm Resistance | 50% |
| Poison Resistance | 19% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
| 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 497 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 64 with a minimum range of 15. Its effects scale with your Constitution stat. |
Class Talents
| Demented / Horrific body | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
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 |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Wolfmire. Escort: lost defiler (level 2 of Wolfmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Heart of the Gloom. Escort: repented thief (level 1 of Heart of the Gloom)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Wolfmire. Escort: repented thief (level 3 of Wolfmire)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have failed to destroy the Worm in time, the Sanctuary has been destroyed. | failed |
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 | Airslicer (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +5 Dex dps ---------- Res.pen +15% lightning Acc +15 (+5 eff.) Melee Ret 2 physical ----- def ----- Armour +4 Fatigue +3% Phys.save +15 (+6 eff.) Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 138% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | high-capacity pouch of iron shots of wind (39/39, 14-16 power, 1 apr)3.0 T1 shot ammo [Ego] Nature/Master Power 13.5 - 16.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 39 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 150 physical damage While equipped: ---------- misc Reload +1 Shots are used with slings to pummel your foes to death. |
| Light source | Filthhack2.0 T1 lite [Rare] Master While equipped: ----- def ----- Resists +3% nature +3% light Die.at -40.00 life HP.reg +2.00 Blind- +20% Disease- +10% Disarm- +10% ---------- misc Light +6 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 | Shadowtouch (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +6% darkness ----- def ----- Armour +3 Fatigue +5% Resists +3% mind +5% cold Phys.save +3 (+2 eff.) Die.at -20.00 life Heal.mod +10% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | iron torque of mindblast [power 105] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Frozensaw the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +9% cold Res.pen +15% mind +10% cold ----- def ----- Resists +6% mind Rings make your fingers look great! |
| On fingers | conjurer's steel ring of luminosity0.1 T2 ring jewelry [Ego++] Arcane While equipped: Stats +6 Mag +4 Wil dps ---------- Spell.pwr +5 (+2 eff.) Melee+ 10 light Ranged+ 14 light Dmg.mod +11% light Rings make your fingers look great! |
| Around waist | Voidfear1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +25 (+8 eff.) Res.pen +10% darkness Melee Ret 4 darkness ----- def ----- Armour +10 Resists +6% fire +8% cold Phys.save +6 (+3 eff.) A belt that goes around your waist. |
| In main hand | Charserpent the steel waraxe (14-19 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 temporal +7 darkness Against +6% Living On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +3 Str dps ---------- Dmg.mod +7% physical Res.pen +10% fire Acc +7 (+2 eff.) Melee Ret 4 fire 2 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% temporal One-handed war axes. |
| On hands | Harelathagokath (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +4 Dex +1 Con dps ---------- Phys.crit +1.0% Acc +16 (+5 eff.) ----- def ----- Armour +2 Resists +2% physical Phys.save +6 (+3 eff.) Mind.save +6 (+4 eff.) Die.at -60.00 life Disarm- +21% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+3 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 52.12 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
| Cloak | Gloruwen (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +6 (+3 eff.) Resists +3% light Max.HP +100.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Dimmaster0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 20% chance to slow global speed by 38% * 20% chance to reduce damage dealt by 11% Amulets make your neck look great! |
Inventory
heroism infusion (die at -226; dur 7; cd 34)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd 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 7 turns. While Heroism is active, you will only die when reaching -226 life. The duration and life will increase by 1% for every 1% life you have lost (currently 492 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 220; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 220 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 257; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 257 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Soulstone0.1 T1 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +10% blight +10% light +10% darkness Fear- +50% Instkill- +50% ---------- misc Max.souls +3.00 Some of its power lingers, but it is no longer animate. |
grounding copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Resists +11% lightning Stun/Frz- +20% Amulets make your neck look great! |
Gilodrandur0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Str +3 Dex +5 Wil +3 Con ----- def ----- Armour +10 ---------- misc Infravis +1 See.Invis +6 Rings make your fingers look great! |
wizard's copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
iron longsword (10-15 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
iron longsword of daylight (12-16 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 light Against +5% Undead Sharp, long, and deadly. |
Demonobeisance (25-35 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Master Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +4 Dex dps ---------- Phys.crit +1.0% Phys.pwr +30 (+9 eff.) Phys.spd +10% Dmg.mod +12% darkness Acc +9 (+3 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 11% Blunt and deadly. |
pulsing mindstar of storms (12-13 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature Power 12.0 - 13.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Str +4 Dex +2 Mag +3 Wil +1 Cun +3 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Melee+ 5 lightning Dmg.mod +4% lightning Res.pen +9% lightning ----- def ----- Resists +10% lightning ---------- 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. |
stormbringer's dwarven-steel steamgun of enduring4.0 T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego++] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Crit.r2 +16 lightning +11 cold Uses 2.0 Steam While equipped: Stats +7 Con +8 Wil dps ---------- Mov.spd +29% Res.pen +5% lightning +7% cold ----- def ----- Max.HP +17.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Stormlash (17-19 power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 17.0 - 18.7 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 20.44 to 61.33 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
rough leather belt 'Chargekarma'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +5 (+2 eff.) Res.pen +5% lightning ----- def ----- Resists +6% lightning HP.reg +0.60 Heal.mod +10% A belt that goes around your waist. |
enveloping linen cloak of Iron Throne (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +7 (+4 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +8% all ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vorenn the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +1 Dex dps ---------- Dmg.mod +3% physical On Hit (Melee): * 10% chance to slow global speed by 38% ----- def ----- Armour +1 Resists +12% fire +7% cold A pair of boots made of leather. |
blood-soaked pair of hardened leather boots of speed (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Mov.spd +25% Apr +4 ----- def ----- Armour +3 A pair of boots made of leather. |
grounding pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +5% temporal ---------- misc Stam/turn +0.30 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +6% fire +5% cold A pair of boots made of leather. |
Abyssstinger (0 def, 9 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 5 physical Dmg.mod +9% fire +4% physical Res.pen +15% fire Melee Ret 6 fire ----- def ----- Armour +9 Fatigue +3% Resists +6% darkness +6% cold 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. |
cinder rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 fire Dmg.mod +3% fire Acc +11 (+4 eff.) ----- def ----- Armour +1 Resists +5% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eilinekira (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +2 Mag +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +5% cold ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+7 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
miner's iron helm of dexterity (+3) (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +5 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing linen wizard hat of fire (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% fire ----- def ----- Defense +1 (+1 eff.) Resists +16% fire Phys.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
prismatic iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% light +11% darkness A suit of armour made of mail. |
rejuvenating iron plate armour of clarity (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Nature/Psionic While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +6% mind Mind.save +11 (+6 eff.) HP.reg +2.70 ---------- misc Stam/turn +0.60 A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
8 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. |
209 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. |
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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+4 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tuludostir (dig speed 25 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Melee Ret 6 mind ----- def ----- Resists +6% light +5% arcane +6% cold +6% mind +5% darkness Affinity +15% darkness ---------- misc Infravis +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 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 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
useless but awesome rock0.0 rock misc [Unique] Nature Talk to your pet rock. Uses 10 power out of 10/10 Awesome rock!!! |
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. |
self-loading pouch of dwarven-steel shots of accuracy (7/17, 32-39 power, 3 apr)3.0 T3 shot ammo [Ego] Arcane/Master Power 32.5 - 39.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +7 Apr +3 Crit +5.0% Capacity 17 Rld cld 4 Shots are used with slings to pummel your foes to death. |
2 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. |
11 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. |
6 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. |
4 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
April's Fool! (Nightmare (Adventure) difficulty)
Find the Aporia Fold Lys.By ZigZug the Ogre Writhing One level 16
14th Dusk 122nd year of Ascendancy at 23:15 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By ZigZug the Ogre Writhing One level 18
43rd Dusk 122nd year of Ascendancy at 16:56 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By ZigZug the Ogre Writhing One level 10
2nd Flare 122nd year of Ascendancy at 19:43 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By ZigZug the Ogre Writhing One level 20
54th Dusk 122nd year of Ascendancy at 06:02 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By ZigZug the Ogre Writhing One level 18
50th Dusk 122nd year of Ascendancy at 18:51 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By ZigZug the Ogre Writhing One level 15
14th Dusk 122nd year of Ascendancy at 01:32 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By ZigZug the Ogre Writhing One level 13
10th Flare 122nd year of Ascendancy at 20:33 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By ZigZug the Ogre Writhing One level 16
15th Dusk 122nd year of Ascendancy at 06:12 see stats
Log
Dinteg the thalore's Shoot hits ZigZug for 57 physical damage.
Dinteg the thalore shoots!
ZigZug is no longer pinned.
Talent Ogric Wrath is ready to use.
Deadly Poison from Dinteg the thalore hits ZigZug for 17 nature damage.
Bleeding from Dinteg the thalore hits ZigZug for 38 physical damage.
Poison from Dinteg the thalore hits ZigZug for 32 nature damage.
Dinteg the thalore's Shoot performs a ranged critical strike against ZigZug!
ZigZug has temporarily forgotten Decayed Bloated Horror for 3 turns!
Dinteg the thalore's Shoot hits ZigZug for 81 physical damage.
Dinteg the thalore shoots!
Deadly Poison from Dinteg the thalore hits ZigZug for 17 nature damage.
Bleeding from Dinteg the thalore hits ZigZug for 38 physical damage.
Poison from Dinteg the thalore hits ZigZug for 32 nature damage.
ZigZug has temporarily forgotten Dig for 3 turns!
Dinteg the thalore's Shoot hits ZigZug for 55 physical damage.
Dinteg the thalore shoots!
There is an exit to the worldmap here (press '' or right click to use).
Deadly Poison from Dinteg the thalore hits ZigZug for 46 nature damage.
Poison from Dinteg the thalore hits ZigZug for 32 nature damage.
Dinteg the thalore's Shoot hits ZigZug for 60 physical damage.
Bleeding from Dinteg the thalore hits ZigZug for 38 physical damage.
Dinteg the thalore shoots!
You cannot go into the wilds with the following effects: Fumble, Slow, Slow movement, Deadly Poison, Bleeding, Poison, Scoundrel's Strategies
You cannot go into the wilds with the following effects: Fumble, Slow, Slow movement, Deadly Poison, Bleeding, Poison, Scoundrel's Strategies
ZigZug fumbles and fails to use Rune: Teleportation, injuring himself!
Poison bursts out of ZigZug's corpse!

































































































