














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Post Effects fixes 1.6.0The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.6.0Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.6.0Official 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:
EquipDoll - Clean Item Names 1.6.0Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Showing Items Tier in Inventory 1.6.0This 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 Embers of Rage 1.6.0Official 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 1.6.0This 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 ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.6.0Official 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 | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Writhing One |
| Level / Exp | 22 / 14% |
| Size | medium |
| Lifes / Deaths | Killed by Wrathroot at level 15 on the 45th Profit 122nd year of Ascendancy at 00:00 0 / 6Killed by minotaur at level 16 on the 10th Wealth 122nd year of Ascendancy at 14:16 Killed by Horned Horror at level 18 on the 16th Wealth 122nd year of Ascendancy at 03:25 Killed by Elotira the bandit lord at level 19 on the 16th Wealth 122nd year of Ascendancy at 17:33 Killed by Elotira the bandit lord at level 19 on the 16th Wealth 122nd year of Ascendancy at 18:41 Killed by Urkis, the High Tempest at level 22 on the 45th Dearth 122nd year of Ascendancy at 10:47 |
Primary Stats
| Strength | 47 (base 38) |
| Dexterity | 12 (base 10) |
| Constitution | 41 (base 28) |
| Magic | 52 (base 39) |
| Willpower | 18 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -21/814 |
| Insanity | 82/100 |
| Healing Factor | 1.2403791469195 |
| Regeneration | 4.0312322274883 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +36.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 70 |
| Accuracy | 37 |
| Crit Chance | 6% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +24% |
| Darkness | +19% |
| Blight | +19% |
| Arcane | +19% |
| Fire | +45% |
| All | +15% |
Offense: Damage Penetration
| Lightning | +10% |
| Fire | +9% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 24.5 (80%) |
| Defense | 13 |
| Ranged Defense | 13 |
| Fatigue | 14 |
| Physical Save | 34 |
| Spell Save | 28 |
| Mental Save | 18 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Blight | + 20%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 20%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 21%( 70%) |
| Light | + 27%( 70%) |
| Temporal | + 22%( 70%) |
| Physical | + 19%( 70%) |
| Fire | + 45%( 70%) |
| Lightning | + 50%( 70%) |
Defense: Immunities
| Stun Resistance | 43% |
| Teleport Resistance | 20% |
| Pinning Resistance | 14% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 42% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 253 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 661% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 314 damage for 3 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 2 physical, 3 mind, 3 cold |
Class Talents
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Horrific body | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Chaos Orbs |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target is protected by a prismatic shield blocking many instances of damage. Remaining: 4 acid, 2 physical, 3 mind, 3 cold Prismatic Shield |
| beneficial effect | 5 stacks, +15% to all damage dealt. Chaos Orbs |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | 1 pustules increasing resistance by 3%. Putrescent Pustule |
| detrimental effect | The target is in the center of a lightning hurricane, doing 37.82 to 113.47 lightning damage to itself and others around every turn. Hurricane |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved talent Endless Endurance (+1 level(s)). | 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 Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Constitution by +5. | done |
You failed to protect the temporal explorer from death by electric eel. Escort: temporal explorer (level 2 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
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 destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 |
Equipment
| On feet | traveler's pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue -3% Phys.save +7 (+4 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Starkin2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Max.HP +81.00 HP.reg +2.00 Silence- +20% Disarm- +10% ---------- 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. |
| On head | Isetta (0 def, 4 armour)3.0 T3 head armor [Rare] Nature While equipped: Stats +5 Str +4 Wil dps ---------- Phys.pwr +8 (+3 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +9% acid +7% physical +9% fire Phys.save +5 (+3 eff.) Die.at -20.00 life Teleport- +20% ---------- misc See.Invis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Silurebeth the steel torque of psionic shield [power 43] (25 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +4 Dex dps ---------- Res.pen +5% mind ----- def ----- Mind.save +3 (+2 eff.) Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 10% for 2 turns. 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Floehacker the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +20% fire ----- def ----- Resists +3% light +22% fire Rings can have magical properties. |
| On fingers | savior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+4 eff.) Spell.save +7 (+4 eff.) Mind.save +6 (+4 eff.) Rings can have magical properties. |
| Around waist | Delynarifast the Icenigh1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid ----- def ----- Resists +8% lightning +11% temporal +3% light +9% blight +3% cold +5% arcane Spell.save +6 (+3 eff.) A belt that goes around your waist. |
| In main hand | Emelariamira the Dawnblood (32-44.8 power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Arcane/Master Power 32.0 - 44.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +20 light +21 cold On Crit.r2 +8 light On Hit: * Create an explosion dealing 71 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +10% fire Res.pen +10% lightning +9% fire Acc +5 (+2 eff.) ----- def ----- Defense +8 (+7 eff.) Disarm- +32% One-handed war axes. |
| On hands | iron gauntlets of magic (+3) (0 def, 1 armour)1.5 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Fatigue +1% 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. |
| Main armor | prismatic steel mail armour of lightning resistance (2 def, 6 armour)14.0 T2 heavy armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +18% lightning +11% light +10% darkness A suit of armour made of mail. |
| Cloak | wyrmwaxed cashmere cloak of the Shaloren (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane/Nature While equipped: Stats +1 Wil +2 Mag ----- def ----- Defense +2 (+2 eff.) Resists +6% acid +6% fire +6% cold +6% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +20% Amulets can have magical properties. |
Inventory
movement infusion of the warrior (speed 550%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 550% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 236; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 heal yourself for 236 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the psychic (res 18%; physical; dur 4; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 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 physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+4 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc 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... |
grounding copper amulet of mastery (0.10 Demented / Disfigured face)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +20% ---------- misc Masteries +0.10 Demented/Disfigured face Amulets can have magical properties. |
restful copper amulet0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +2.00 Amulets can have magical properties. |
starlit copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +10% light +10% darkness Blind- +21% Amulets can have magical properties. |
insulating steel amulet of cunning (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +10% cold +13% fire Amulets can have magical properties. |
savior's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +11 (+6 eff.) Spell.save +13 (+7 eff.) Mind.save +10 (+6 eff.) Amulets can have magical properties. |
wanderer's steel amulet of manastreaming0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +2 Mag +4 Cun +4 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Stam/turn +0.50 Mana/turn +0.10 Max.mana +20.00 Amulets can have magical properties. |
pixie's copper ring0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +6 (+2 eff.) Rings can have magical properties. |
psionicist's steel ring of corrosion (+20%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Mind.save +4 (+3 eff.) Rings can have magical properties. |
steel ring 'Radhaleg'0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +7 (+5 eff.) Mov.spd +12% Dmg.mod +13% acid Res.pen +15% temporal Acc +7 (+3 eff.) ----- def ----- Defense +7 (+7 eff.) Resists +26% acid +6% temporal Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.vim +30.00 Blinding Speed: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 30% for 5 turns. Rings can have magical properties. |
steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+3 eff.) Apr +9 ----- def ----- Defense +9 (+8 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 4 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 111% 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. |
titan's steel ring of tenacity0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Max.HP +22.00 Disarm- +20% Pinning- +22% Knockbk- +20% Rings can have magical properties. |
mule's gold ring of clarity0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -5% Mind.save +5 (+3 eff.) Confus- +23% ---------- misc Max.enc +25 Rings can have magical properties. |
Nimbussaw the stralite longsword (32.5-45.5 power, 5 apr)3.0 T4 longsword 1H weapon [Random Unique] Arcane/Master Power 32.5 - 45.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +11 cold On Hit.r1 +8 lightning On Crit: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Con dps ---------- Phys.crit +5.0% Phys.pwr +19 (+6 eff.) Dmg.mod +9% lightning Res.pen +5% lightning +9% physical +15% nature ----- def ----- Resists +6% lightning +6% nature Disarm- +22% Sharp, long, and deadly. |
plaguebringer's steel mace of erosion (14.5-20.3 power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Arcane/Nature Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 blight +7 nature On Hit: 20% Epidemic 2 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 22 While equipped: ----- def ----- Disease- +10% Blunt and deadly. |
hateful dwarven-steel mace of daylight (25.5-35.7 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane/Psionic Power 25.5 - 35.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +5 darkness +8 light Against +7% Living +8% Undead Blunt and deadly. |
psychokinetic pouch of dwarven-steel shots of crippling (18/18, 31-37.2 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego++] Master/Psionic Power 31.0 - 37.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +13.0% Capacity 18 Ranged+ +7 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 43 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
cleansing dwarven-steel mail armour of cold resistance (3 def, 8 armour)14.0 T3 heavy armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +10% blight +18% cold +13% nature A suit of armour made of mail. |
Draroddaran the stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor [Random Unique] Nature/Master While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+4 eff.) Dmg.mod +6% arcane +9% mind ----- def ----- Armour +8 Defense +4 (+4 eff.) Fatigue +12% Resists +46% fire Max.HP +49.00 A suit of armour made of mail. |
Giduhir (0 def, 15 armour)17.0 T2 massive armor [Rare] Master While equipped: Stats +5 Cun dps ---------- Dmg.mod +6% mind On Hit (Melee): * 10% chance to slow global speed by 36% ----- def ----- Armour +15 Fatigue +17% Resists +9% lightning +9% cold +3% darkness +5% arcane Phys.save +7 (+4 eff.) A suit of armour made of metal plates. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
nightruned rough leather belt of the giants1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Resists +6% light +6% darkness Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Strikewalker (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +5 Str +3 Dex +3 Cun dps ---------- Phys.crit +1.0% Res.pen +15% darkness Acc +16 (+6 eff.) Apr +5 ----- def ----- Defense +2 (+2 eff.) Resists +6% lightning 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. |
thick cashmere cloak of battle (2 def, 6 armour)2.0 T3 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +3 (+1 eff.) ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue -2% Resists +15% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sparkedge (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Cun +1 Wil dps ---------- Mind.pwr +10 (+7 eff.) Melee Ret 4 lightning ----- def ----- Armour +3 ---------- misc Infravis +1 A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
traveler's pair of hardened leather boots of speed (0 def, 3 armour)2.0 T3 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue -5% Phys.save +7 (+4 eff.) ---------- misc Max.enc +29 A pair of boots made of leather. |
pair of iron boots 'Glyserivena' (10 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Apr +4 ----- def ----- Armour +3 Defense +10 (+8 eff.) Fatigue +2% Max.HP +40.00 Heal.mod +15% Disease- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Tygalar' (0 def, 3 armour)3.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Cun ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +6% blight +9% cold +1% physical Heal.mod +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Betossra the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Acc +5 (+2 eff.) Apr +3 ----- def ----- Armour +3 Fatigue +5% Resists +1% physical Die.at -40.00 life ---------- misc Stam/turn +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic iron helm (0 def, 3 armour)3.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +11% light +10% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Scorpionglean the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +21% nature Res.pen +15% mind Melee Ret 2 nature ----- def ----- Armour +4 Fatigue +4% Resists +9% mind Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 146.0 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 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. |
4 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 (+2 eff.) Item imbue powers: Defense +2 (+2 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. |
2 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. |
7 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. |
5 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. |
6 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. |
10 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 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Item imbue powers: Defense +4 (+4 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. |
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. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+4 eff.) Item imbue powers: Defense +6 (+6 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. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
42 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's dwarven-steel pickaxe (dig speed 22 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +2 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
quick elm totem of thorny skin [power 13] (16 cooldown)2.0 T1 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 13 and armour hardiness by 30% Puts all charms on 16 cooldown Natural totems are made by powerful wilders to store nature power. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By CthullhuFhish the Dwarf Writhing One level 15
43rd Profit 122nd year of Ascendancy at 22:43 see stats
Exterminator
Killed 1000 creatures.By CthullhuFhish the Dwarf Writhing One level 18
15th Wealth 122nd year of Ascendancy at 03:55 see stats
Level 10
Got a character to level 10.By CthullhuFhish the Dwarf Writhing One level 10
28th Voratun 122nd year of Ascendancy at 20:26 see stats
Level 20
Got a character to level 20.By CthullhuFhish the Dwarf Writhing One level 20
9th Dearth 122nd year of Ascendancy at 23:20 see stats
Sheer Badassery!
Demonstrate your epic badassness to at least 100 foes!By CthullhuFhish the Dwarf Writhing One level 19
16th Wealth 122nd year of Ascendancy at 21:32 see stats
The Arena
Unlocked Arena mode.By CthullhuFhish the Dwarf Writhing One level 12
2nd Profit 122nd year of Ascendancy at 21:10 see stats
The secret city
Discovered the truth about mages.By CthullhuFhish the Dwarf Writhing One level 22
45th Dearth 122nd year of Ascendancy at 01:46 see stats
Treasure Hunter
Amassed 1000 gold pieces.By CthullhuFhish the Dwarf Writhing One level 17
11st Wealth 122nd year of Ascendancy at 15:48 see stats
Log
Urkis, the High Tempest hits CthullhuFhish for 89 cold damage.
Thunderstorm hits CthullhuFhish for 11 lightning damage.
--------------------------------
CthullhuFhish casts Rune: Prismatic.
CthullhuFhish summons a prismatic shield to protect him!
Urkis, the High Tempest is free from the gore.
Urkis, the High Tempest is no longer surging arcane power.
CthullhuFhish resists!
Urkis, the High Tempest casts Lightning.
Urkis, the High Tempest hits CthullhuFhish for 227 lightning damage.
Thunderstorm hits CthullhuFhish for 36 lightning damage.
CthullhuFhish is dazed!
--------------------------------
CthullhuFhish casts Anarchic Walk.
CthullhuFhish is not dazed anymore.
CthullhuFhish is caught inside a Hurricane.
Urkis, the High Tempest casts Nova.
Urkis, the High Tempest hits CthullhuFhish for 112 lightning damage.
Thunderstorm hits CthullhuFhish for 31 lightning damage.
CthullhuFhish is dazed!
--------------------------------
You are unable to move!
You are unable to move!
CthullhuFhish is not dazed anymore.
CthullhuFhish stops regenerating health quickly.
Hurricane from Urkis, the High Tempest hits CthullhuFhish for 74 lightning damage.
Saving game...
































































































