











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. FlexSpec Respec Limitation Relaxer 1.5.5Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! 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. 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. 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.
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:
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. 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 Exploration |
| Sex | Female |
| Race | Dwarf |
| Class | Demonologist |
| Level / Exp | 14 / 12% |
| Size | medium |
| Lifes / Deaths | Killed by onilug at level 3 on the 18th Voratun 122nd year of Ascendancy at 01:18 / 11Killed by investigator at level 3 on the 18th Voratun 122nd year of Ascendancy at 06:23 Killed by elven guard at level 6 on the 19th Voratun 122nd year of Ascendancy at 23:45 Killed by elven guard at level 7 on the 21st Voratun 122nd year of Ascendancy at 09:40 Killed by elven guard at level 7 on the 21st Voratun 122nd year of Ascendancy at 11:18 Killed by elven guard at level 7 on the 21st Voratun 122nd year of Ascendancy at 12:48 Killed by elven blood mage at level 7 on the 21st Voratun 122nd year of Ascendancy at 14:21 Killed by thief at level 7 on the 22nd Voratun 122nd year of Ascendancy at 21:05 Killed by thief at level 7 on the 22nd Voratun 122nd year of Ascendancy at 21:31 Killed by The Mouth at level 13 on the 14th Profit 122nd year of Ascendancy at 11:52 Killed by slimy crawler at level 13 on the 14th Profit 122nd year of Ascendancy at 16:14 |
Primary Stats
| Strength | 22 (base 16) |
| Dexterity | 10 (base 10) |
| Constitution | 25 (base 22) |
| Magic | 35 (base 37) |
| Willpower | 17 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | 490/490 |
| Stamina | 138/138 |
| Vim | 123/123 |
| Healing Factor | 1.3245178243369 |
| Regeneration | 4.304682929095 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Stealth | 10 |
| See Invisible | 13 |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 34 |
| Crit Chance | 12% |
| APR | 36 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +3% |
| Acid | +13% |
| Light | +10% |
| Temporal | +4% |
| Blight | +16% |
| Physical | +13% |
| Fire | +11% |
| Mind | +3% |
Offense: Damage Penetration
| Lightning | +15% |
| Blight | +6% |
| Physical | +6% |
| Mind | +5% |
| Acid | +6% |
Defense: Base
| Armour (hardiness) | 22.408255483956 (30%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 9 |
| Physical Save | 24 |
| Spell Save | 19 |
| Mental Save | 17 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Light | + 35%( 70%) |
| Temporal | + 15%( 70%) |
| Cold | + 18%( 70%) |
| Lightning | + 9%( 70%) |
| Fire | + 43%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 22% |
| Pinning Resistance | 22% |
| Poison Resistance | 10% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic pact | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Infernal combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Doom shield | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Black-magic | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Overkill |
| talent | Hardened Core |
| talent | Corrosive Slashes |
| talent | Bleak Outcome |
Quests
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Scintillating Caves. Escort: lost tinker (level 3 of Scintillating Caves)As a reward you gained knowledge of tinker technology. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | pair of rough leather boots 'Urihad' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% mind Ignore resists +5% mind defense ------ Armor +1 Fatigue -5% Resistance +9% acid +3% light Physical save +6 (+3 eff.) other ------- Encumbrance +20 EQ when Hit +0.12 A pair of boots made of leather. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Isumira (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Critical power +5.00% Damage +3% blight +11% fire defense ------ Defense +1 (+0 eff.) Resistance +16% fire Crit Resistance 5.00% Poison Resist +10% Stun Resist +20% A pointy cloth hat, very wizardly... |
| On hands | temporal iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 7 temporal On-Ranged-Hit 5 temporal Damage +4% temporal defense ------ Armor +1 Fatigue +1% Resistance +6% temporal 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. |
| Tool | Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | psionicist's copper ring 0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+4 eff.) other ------- Vim when Hit +2.00 Rings make your fingers look great! |
| On fingers | marksman's copper ring of tenacity 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+2 eff.) defense ------ Life +20.00 Disarm Resist +22% Pinning Resist +22% Knockbk Resist +20% other ------- Vim when Hit +2.00 Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Crooked Club (25-35 power, 4 apr) 3.0 Encumbrance T2 mace 1H weapon [Unique] Master Weapon Damage 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-hit +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: offense ------ Accuracy +12 (+5 eff.) other ------- Talents +2 Corrosive Slashes An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
| Around waist | grounding rough leather belt of carrying1.0 Encumbrance T1 belt armor [Ego] Arcane/Nature While equipped: defense ------ Fatigue -5% Resistance +6% lightning +6% temporal other ------- Encumbrance +21 A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25 power, 48 block) 7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ Damage +13% acid +13% physical +13% blight Ignore resists +6% acid +6% physical +6% blight On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +12% Resistance +0% blight +15% cold +0% physical +10% fire Damage Reduction +0 blight +0 fire +0 physical other ------- 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. |
| Cloak | Shimmerclamor the linen cloak (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Wil +3 Cun offense ------ Damage +3% cold Ignore resists +15% lightning defense ------ Defense +7 (+3 eff.) Physical save +6 (+3 eff.) other ------- See Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide rough leather armour of fire resistance (3 def, 2 armour) 9.0 Encumbrance T1 light armor [Ego+] Nature/Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +15% fire Life +30.00 Life Regen +3.00 Healmod +10% other ------- Talents +2 Blackice A suit of armour made of leather. |
Inventory
shatter afflictions rune of the warrior (absorb 42; cd 21)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 21 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 42 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
cleansing copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Con defense ------ Resistance +11% nature +11% blight Poison Resist +22% Disease Resist +20% Amulets make your neck look great! |
copper amulet of strength (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets make your neck look great! |
stabilizing copper amulet of mastery (0.11 Corruption / Doom covenant)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +12% temporal Pinning Resist +22% Knockbk Resist +22% other ------- Masteries +0.11 Corruption/Doom covenant Amulets make your neck look great! |
rogue's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+2 eff.) Rings make your fingers look great! |
arcing iron dagger (10-13 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon Reqs Dex 11 [Ego] Arcane Weapon Damage 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 66 damage Sharp, short and deadly. |
balanced iron dagger of dampening (10-14 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon Reqs Dex 11 [Ego] Disrupt/Master Weapon Damage 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: offense ------ Accuracy +5 (+2 eff.) defense ------ Defense +5 (+2 eff.) Resistance +8% acid +8% lightning +7% cold +8% fire +3% all Spell save +6 (+3 eff.) Disarm Resist +22% Sharp, short and deadly. |
balanced iron dagger of daylight (10-13 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon Reqs Dex 11 [Ego] Arcane/Master Weapon Damage 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +6 light Damage Against +6% Undead While equipped: offense ------ Accuracy +5 (+2 eff.) defense ------ Defense +5 (+2 eff.) Disarm Resist +21% Sharp, short and deadly. |
balanced iron dagger of vileness (10-14 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon Reqs Dex 11 [Ego] Arcane/Master Weapon Damage 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +5 blight On Hit: * 8% chance to reduce strength, dexterity, and constitution by 20 While equipped: offense ------ Accuracy +6 (+3 eff.) defense ------ Defense +6 (+3 eff.) Disarm Resist +21% Sharp, short and deadly. |
flaming iron dagger of massacre (16-21 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon Reqs Dex 11 [Ego] Arcane/Master Weapon Damage 16.0 - 20.8 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +5 fire Sharp, short and deadly. |
flaming steel dagger of daylight (12-15 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Weapon Damage 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 light Damage Against +6% Undead On-Hit, radius 1 +7 fire Sharp, short and deadly. |
iron dagger (9-12 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon Reqs Dex 11 [Normal] Weapon Damage 9.0 - 11.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
iron dagger (11-14 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon Reqs Dex 11 [Normal] Weapon Damage 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
iron dagger (10-13 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon Reqs Dex 11 [Normal] Weapon Damage 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
Spectral Blade (26-42 power, 25 apr)0.1 Encumbrance T2 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +25 Critical Rate +3.0% Attack Speed 111% On-hit +15 arcane On-crit, radius 2 +30 arcane silence While equipped: offense ------ Spellpower +5 (+2 eff.) other ------- Mana/turn +0.50 See Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 138.66 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
blurring rough leather belt of transcendence1.0 Encumbrance T1 belt armor [Ego] Master/Psionic While equipped: offense ------ Mindpower +2 (+1 eff.) defense ------ Defense +9 (+4 eff.) Physical save +6 (+3 eff.) Stealth +6 A belt that goes around your waist. |
rough leather belt 'Rimetouch'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Str +1 Dex offense ------ Physical Crit +1.0% Damage +6% cold Accuracy +15 (+6 eff.) Ignore Armor +1 defense ------ Armor +4 Resistance +6% lightning +6% temporal A belt that goes around your waist. |
linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Normal] While equipped: defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bikini (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] While equipped: defense ------ Resistance +7% all Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Halostir the Shivercrypt (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +1 Dex +2 Wil +3 Cun +3 Con offense ------ Physical Crit +1.0% Physical Power +10 (+4 eff.) Ignore resists +5% cold defense ------ Armor +1 Resistance +6% cold Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +5 (+4 eff.) Unlife -20.00 life A pair of boots made of leather. |
Scabhunger (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Damage +6% acid +3% nature Ignore resists +15% acid +20% nature On-Hit (Melee): * 10% chance to reduce armor by 30% defense ------ Armor +1 Silence Resist +20% Confus Resist +21% Stun Resist +20% A pair of boots made of leather. |
pair of rough leather boots 'Hellvagrant' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +6% acid +3% fire On-Hit (Melee): * 20% chance to reduce armor by 30% defense ------ Armor +1 Resistance +6% lightning +6% temporal +3% acid A pair of boots made of leather. |
pair of rough leather boots of speed (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +1 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
rough leather cap of constitution (+2) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Con defense ------ Armor +1 Fatigue +1% A cap made of leather. |
reinforced iron shield of fire resistance (0%) (0 def, 4 armour, 10-11 power, 51 block)7.0 Encumbrance T1 shield armor [Ego] Master When used to Attack: Weapon Damage 9.5 - 11.4 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.5% Block +51 While equipped: defense ------ Armor +4 Fatigue +8% Resistance +0% blight +15% fire +0% physical Damage Reduction +0 blight +0 fire +0 physical other ------- Talents +1 Block Handheld deflection devices. |
demon seed [quasit] (15, body)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to body When attached: other ------- Talents +2 Overpower Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (12, body)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to body When attached: other ------- Talents +2 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (13, finger)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim when Hit +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (15, finger)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim when Hit +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (10, mainhand)0.0 Encumbrance T1 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +1 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (9, mainhand)0.0 Encumbrance T1 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +1 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (12, mainhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +2 Frost Grab Demon status: alive (100% life). The seed of a demon. |
demon seed [Planar Controller] (10, offhand)0.0 Encumbrance T1 demon seed [Unique] Arcane Attachable to offhand When attached: other ------- Talents +3 Fearscape Shift Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (12, offhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to offhand When attached: defense ------ Resistance +16% blight +16% fire +16% physical Damage Reduction +6 blight +6 fire +6 physical Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (15, offhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to offhand When attached: offense ------ Damage +15% blight +15% fire +15% darkness Ignore resists +8% blight +8% fire +8% darkness Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (12, offhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to offhand When attached: defense ------ Resistance +16% acid +16% darkness +16% blight Damage Reduction +6 acid +6 darkness +6 blight Demon status: alive (100% life). The seed of a demon. |
2 agate0.0 Encumbrance 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
woodsman's iron pickaxe (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 98.14 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 98.14 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Ragyrach2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Wil offense ------ Damage +6% mind defense ------ Armor +4 Poison Resist +10% Pinning Resist +20% other ------- Light +3 Infravision +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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 239/400 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 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
focusing iron torque of mindblast [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 108 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
iron torque of psionic shield [power 23] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle [power 95] (25 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 98 Armor: 0 All Resist: 3 Puts all charms on 25 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Molarim [power 116] (15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +1 Str +1 Mag +4 Con offense ------ When Hit 2 arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Hell has no fury like a demon scorned! (Exploration mode)
Escaped the Searing Halls.By Super Heading GIRL the Dwarf Demonologist level 6
19th Voratun 122nd year of Ascendancy at 22:09 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Super Heading GIRL the Dwarf Demonologist level 10
30th Voratun 122nd year of Ascendancy at 03:08 see stats
Log
Lore found: Tooth of the Mouth
You can read all your collected lore in the game menu, by pressing Escape.
Resting starts...
Talent Infusion: Regeneration is ready to use.
Talent Dig is ready to use.
Talent Infusion: Healing is ready to use.
Rested for 6 turns (stop reason: all resources and life at maximum).
There is a ladder to the previous level here (press '' or right click to use).
Ran for 8 turns (stop reason: at exit).
Space around you starts to dissolve...
Resting starts...
Rested for 3 turns (stop reason: all resources and life at maximum).
Resting starts...
You are yanked out of this place!
Rested for 37 turns (stop reason: dialog is displayed).
You gain 2.30 gold from the transmogrification of deadly quiver of elm arrows of crippling (13/13, 24-34 power, 5 apr).
You gain 0.73 gold from the transmogrification of linen robe of light (+16%) (0 def, 0 armour).
You gain 2.19 gold from the transmogrification of elm vilestaff of warding (10-12 power, 2 apr, blight element).
You gain 2.90 gold from the transmogrification of cruel elm magestaff of fate (10-12 power, 2 apr, lightning element).
There is a Iron Council (Town) here (press '' or right click to use).
Accepted quest 'Storming the city'! (Press 'j' to see the quest log)
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
































































































