











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Weekly Adventurer 1.5.7Adds the Weekly Adventurer class, used in the Weekly Adventurer Challenge. Featuring talent trees generously submitted by the following authors: minmay == Harbinger == ( https://te4.org/games/addons/tome/harbinger )
Wild Gift / Blaze
Wild Gift / Blizzard
Wild Gift / Cyclone
Wild Gift / Endurance
Wild Gift / Rain
Wild Gift / Supercell
Wild Gift / Thunder
== Zephyr == ( https://te4.org/games/addons/tome/zephyr-class )
Spell / Air Archery
Spell / Storm Archery
Spell / Swiftness
Spell / Wild Magic
nsrr == White Monk == ( https://te4.org/games/addons/tome/whitemonk )
Technique / Agile Combatant
Technique / Black Belt
Technique / Fending
Technique / Martial Arts
Technique / Mending
Technique / Transcending
Changelog1.0.2: 1.0.0: Ashes of Urh'Rok 1.5.0Official 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 1.5.0Official 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:
Better Item Description 1.5.10This 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 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. Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Last Hope archery training 1.5.10Last Hope basic training in weapon shop. p.s. I was very annoyed with inability of rogues for use of bows or slings. Random Adventurer 1.5.5Adds the Random Adventurer class. Changelog1.0.0: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Wyrmic |
| Level / Exp | 19 / 10% |
| Size | medium |
| Lifes / Deaths | Killed by Betovea the giant red ant at level 19 on the 57th Dusk 122nd year of Ascendancy at 09:16 / 1 |
Primary Stats
| Strength | 48 (base 43) |
| Dexterity | 15 (base 10) |
| Constitution | 16 (base 11) |
| Magic | 46 (base 36) |
| Willpower | 38 (base 16) |
| Cunning | 22 (base 10) |
Resources
| Mana | 250/268 |
| Equilibrium | 33 |
| Life | -86/473 |
| Insanity | 21/100 |
| Soul | 10/10 |
| Healing Factor | 1.4483870967742 |
| Regeneration | 0.36209677419355 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +41.31788189224% |
| Spell | 0% |
| Global | +96.153846153846% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 3 |
| See Stealth | 6 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 68 |
| Accuracy | 55 |
| Crit Chance | 17% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 17 |
| Accuracy | 55 |
| Crit Chance | 14% |
| APR | 33 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +10% |
| Arcane | +3% |
| Light | +10% |
| Mind | +12% |
Offense: Damage Penetration
| Mind | +25% |
| Acid | +25% |
| Light | +15% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 28.369169974891 (66.666666666667%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 21 |
| Physical Save | 29 |
| Spell Save | 36 |
| Mental Save | 27 |
Defense: Resistances
| Acid | 0%( 70%) |
| Blight | 31%( 70%) |
| Arcane | 19%( 70%) |
| Cold | 22%( 70%) |
| All | 0%( 70%) |
| Lightning | 4%( 70%) |
| Light | 30%( 70%) |
| Mind | 10%( 70%) |
| Physical | 1%( 70%) |
| Darkness | 16%( 70%) |
| Fire | 9%( 70%) |
| Nature | 20%( 70%) |
Defense: Immunities
| Confusion Resistance | 22% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 15% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 137 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Undead drake | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Demented / Scourge drake | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Effects
| talent | Wild Growth |
| talent | Premonition |
| talent | Raze |
| talent | Icy Skin |
| detrimental effect | Reduces global action speed by 4%. Slow |
| detrimental effect | The target is poisoned, taking 137.60 nature damage per turn. Poison |
| beneficial effect | The target is recovering 17 life each turn. Recovery |
| beneficial effect | Reduces arcane damage received by 14%. Premonition Shield |
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 |
Escort: injured seer (level 1 of Ruins of Kor'Pul) | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Possessed. Of trolls and damp caves | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed orc heart. The Brotherhood of Alchemists* You&WHITELIGHT_GREEN039;ve found the needed bloated horror heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You&WHITESLATE039;Needed: one xorn fragment. Avoid fragments that contained the xorn&039;ve no idea how unpleasant it is being watched by your ingredients.&WHITESLATE039;Needed: one giant spider spinneret. The spiders in your barn won&039;ll know a giant spider when you see one, though they&039;Eyal.& | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Toxinmight the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +7 Lck +5 Dex dps ---------- Res.pen +25% acid +10% nature Melee Ret 16 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +3 Fatigue +3% Stealth +8 A pair of boots made of leather. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (94 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul&LASTYELLOWLASTORANGE+5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+5 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Cyragawe (0 def, 2 armour)1.5 T3 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Wil +6 Mag dps ---------- Mind.pwr +4 (+2 eff.) Melee+ 14 mind 25 darkness 4 arcane Dmg.mod +3% arcane Phasing +50% On Hit (Melee): * 13% chance to cause random gloom ----- def ----- Armour +2 Resists +5% arcane Mind.save -15 (-7 eff.) ---------- misc Max.mana +40.00 Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | solipsist&0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) Acc +9 (+3 eff.) Apr +8 ----- def ----- Defense +10 (+6 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 101% 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. Rings can have magical properties. |
| On fingers | wizard&0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Blind- +20% ---------- misc Infravis +3 See.Stealth +6 See.Invis +7 Rings can have magical properties. |
| Around neck | clarifying steel amulet of cunning (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +10% mind Confus- +22% Amulets can have magical properties. |
| In main hand | plaguebringer&3.0 T3 longsword 1H weapon [Ego++] Arcane/Master Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +7 blight On Hit: 10% Epidemic 3 On Hit: * 6% chance to disease On Crit: * cripple the target While equipped: dps ---------- Phys.crit +5.0% ----- def ----- Disease- +12% Sharp, long, and deadly. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Unerring Scalpel (15-19.5 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 55% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor& |
| Cloak | Runular the Flashward (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +6% mind Res.pen +15% light On Hit (Melee): * 30% chance to blind ----- def ----- Defense +1 (+1 eff.) Mind.save +12 (+6 eff.) Max.HP +33.00 ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel mail armour &039; (2 def, 6 armour)14.0 T2 heavy armor [Rare] Nature While equipped: Stats +3 Wil +1 Mag dps ---------- Dmg.mod +6% mind Res.pen +25% mind Melee Ret 7 light ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +10% Resists +11% blight +16% darkness ---------- misc Light +2 A suit of armour made of mail. |
Inventory
heroism infusion (+5 for 8 turns, die at -130)0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 8 turns. While Heroism is active, you will only die when reaching -130 life. It will always increase your three highest stats. 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 ability. |
sun infusion of the duelist (rad 5; power 29; turns 3; dispels darkness)0.1 T1 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 14). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 29) for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 10%; cure mental)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 10% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune (706% regen over 10 turns; 35 instant mana)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 706% for 10 turns and instantly restoring 35 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 53)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 53 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 8; dur 12; see animal)0.1 T2 rune scroll [Normal] 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 get a vision of the area surrounding you (8 radius) and to allow you to see invisible and stealthed creatures (power 12) for 12 turns. Your mind will become more receptive for 12 turns, allowing you to sense any animal around. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets can have magical properties. |
copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets can have magical properties. |
grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% lightning Stun/Frz- +24% Amulets can have magical properties. |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+3 eff.) Confus- +24% Rings can have magical properties. |
copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Rings can have magical properties. |
psionicist&0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Rings can have magical properties. |
rogue&0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+3 eff.) Blind- +21% ---------- misc Infravis +3 See.Stealth +5 See.Invis +6 Rings can have magical properties. |
horrifying mossy mindstar of resolve (2.5-2.75 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.5 - 2.8 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +3% mind +3% darkness Melee Ret 3 mind 2 darkness ----- def ----- Phys.save +3 (+2 eff.) 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. |
mossy mindstar &039; (3-3.3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 3.0 - 3.3 Mind Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% Phasing +10% While equipped: Stats +1 Dex dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +3% nature +9% physical ----- def ----- Resists +3% blight +12% cold +6% temporal Disease- +16% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar &039; (14.5-15.95 power, 26 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 14.5 - 16.0 Nature Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +26 Crit +3.5% Atk.spd 100% Phasing +40% While equipped: Stats +2 Str +5 Con dps ---------- Phys.crit +4.0% Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Max.HP +26.00 HP.reg +1.10 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. |
Rootsaw the elm starstaff (10-12 power, 2 apr, physical element)5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 40% chance to corrode armour by 30% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +1% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +6% nature +10% physical Res.pen +10% acid On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +9% nature +6% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff of fate (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ----- def ----- Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Voraba (18.5-25.9 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Psionic Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +6.5% Atk.spd 100% On Hit: * 25% chance to put talents on cooldown While equipped: Stats +2 Dex dps ---------- Acc +6 (+2 eff.) Melee Ret 8 physical ----- def ----- Armour +8 One-handed war axes. |
Emeluth the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Dex +2 Wil ----- def ----- Fatigue -14% Resists +8% lightning +7% temporal ---------- misc Telepathy Demon/Minor Demon/Major A belt that goes around your waist. |
thick cashmere cloak of Eldoral (2 def, 6 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Armour +6 Defense +2 (+2 eff.) Resists +16% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner&2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +1% ---------- misc Infravis +2 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
bladed iron helm of strength (+6) (0 def, 3 armour)3.0 T1 head armor [Ego+] Master While equipped: Stats +6 Str dps ---------- Melee Ret 6 physical ----- def ----- Armour +3 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Level 3.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy&LIGHT_GREENLASTWHITELASTLIGHT_GREENLASTLIGHT_GREENLASTWHITELASTWHITELASTWHITEANTIQUE_WHITE |
dwarven-steel helm &039; (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +10 Str +3 Wil ----- def ----- Armour +4 Fatigue +4% ---------- misc Light +3 See.Invis +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap of the depths (0 def, 3 armour)2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +10% cold ---------- misc Breathe water A cap made of leather. |
insulating rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +6% cold +6% fire A cap made of leather. |
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. |
48 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. |
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 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 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. |
Ashnull (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature +3% fire Res.pen +20% fire ----- def ----- Resists +3% lightning +3% darkness +6% cold +5% arcane +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
Aereyanor the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil +1 Con dps ---------- Phys.crit +1.0% Crit.mult +6.00% Dmg.mod +6% mind +9% acid ----- def ----- Defense +6 (+4 eff.) Rng.Def +6 (+4 eff.) ---------- misc Light +2 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. |
scorching brass lantern of clarity2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +5% fire Mind.save +6 (+3 eff.) ---------- misc Light +2 See.Stealth +6 See.Invis +5 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 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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&VIOLETLASTCRIMSONLASTYELLOWLASTffff66LAST999900LASTANTIQUE_WHITE039;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. |
psychokinetic pouch of steel shots (17/17, 17-20.4 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego] Psionic Power 17.0 - 20.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 17 Ranged+ +22 physical On Hit: * 10% chance to knock the target back Shots are used with slings to pummel your foes to death. |
Persistant Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When they found the perpetrators, they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth& |
3 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. |
elven-wood wand of conjuration &039; [power 355] (10 cooldown)2.0 T4 wand charm [Random Unique] Arcane While equipped: dps ---------- Crit.mult +15.00% ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Wards +4 lightning +2 temporal +1 blight +3 fire +3 cold Talents +3 Strike +1 Ward Cooldown Strike -1 Fire a bolt of a random element with (base) damage 178 to 355 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
8 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 +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Chran the Cornac Wyrmic level 16
50th Dusk 122nd year of Ascendancy at 05:07 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Chran the Cornac Wyrmic level 10
7th Mirth 122nd year of Ascendancy at 05:40 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Chran the Cornac Wyrmic level 14
22nd Dusk 122nd year of Ascendancy at 20:14 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Chran the Cornac Wyrmic level 7
79th Pyre 122nd year of Ascendancy at 00:06 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Chran the Cornac Wyrmic level 12
4th Flare 122nd year of Ascendancy at 21:07 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Chran the Cornac Wyrmic level 17
50th Dusk 122nd year of Ascendancy at 14:13 see stats
Log
Betovea the giant red ant uses Oozebeam.
Betovea the giant red ant hits Chran for 164 nature damage.
Betovea the giant red ant is invigorated by the attack!
Betovea the giant red ant is invigorated by the attack!
Betovea the giant red ant seems more focused.
Betovea the giant red ant shares damage with his oozes!
Raze hits Bloated ooze for 3 darkness damage.
Raze hits Betovea the giant red ant for 2 darkness damage.
Weakness Disease from Chran hits Betovea the giant red ant for 1 blight damage.
Betovea the giant red ant&
Betovea the giant red ant is invigorated by the attack!
Betovea the giant red ant is invigorated by the attack!
Betovea the giant red ant is invigorated by the attack!
Betovea the giant red ant is invigorated by the attack!
Betovea the giant red ant is invigorated by the attack!
Betovea the giant red ant is invigorated by the attack!
Betovea the giant red ant is invigorated by the attack!
Betovea the giant red ant is invigorated by the attack!
Betovea the giant red ant slows down.
The Cog spins up and deflects the blow from Chran!
Chran&
Betovea the giant red ant shares damage with his oozes!
Betovea the giant red ant hits Chran for 0 arcane, 2 arcane (2 total damage).
Raze hits Bloated ooze for 3 darkness damage.
Raze hits Betovea the giant red ant for 2 darkness, 1 darkness, 2 darkness, 1 darkness, 2 darkness (9 total damage).
Raze hits Bloated ooze for 3 darkness, 3 darkness, 3 darkness, 3 darkness, 3 darkness, 5 darkness (20 total damage).
Chran hits Betovea the giant red ant for 42 physical, 3 blight, 11 darkness, 2 arcane, 8 mind, 6 physical (73 total damage).
Chran killed Betovea the giant red ant!
Saving game...







































































































