











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! No more creaky door 1.2.5Got rid of the most anoying door creaks. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Krog |
| Class | Cursed |
| Level / Exp | 18 / 21% |
| Size | big |
| Lifes / Deaths | Killed by Gunsnake at level 7 on the 4th Mirth 122nd year of Ascendancy at 01:31 0 / 6Killed by Eilinolaith the black ooze at level 15 on the 19th Dusk 122nd year of Ascendancy at 10:32 Killed by Isuressra the white wolf at level 16 on the 50th Dusk 122nd year of Ascendancy at 05:43 Killed by Xerelle the brown bear at level 17 on the 50th Dusk 122nd year of Ascendancy at 19:02 Killed by Lisemira the hummerhorn at level 17 on the 51st Dusk 122nd year of Ascendancy at 11:27 Killed by Islariara the sandworm destroyer at level 18 on the 51st Dusk 122nd year of Ascendancy at 18:28 |
| Antimagic | Follower |
Primary Stats
| Strength | 57 (base 44) |
| Dexterity | 14 (base 10) |
| Constitution | 14 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 53 (base 36) |
| Cunning | 15 (base 10) |
Resources
| Life | -7/593 |
| Hate | 78/100 |
| Stamina | 258/258 |
| Equilibrium | 30 |
| Healing Factor | 1.1727230658978 |
| Regeneration | 6.977702242092 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +24% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 78 |
| Accuracy | 46 |
| Crit Chance | 6% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 37 |
| Accuracy | 46 |
| Crit Chance | 9% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| All | 0% |
| Physical | +6% |
| Cold | +11% |
| Nature | +5% |
Offense: Damage Penetration
| Lightning | +9% |
| Light | +20% |
| Acid | +25% |
| Cold | +8% |
| Fire | +25% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 16.335093952971 (47.857809501309%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 19 |
| Physical Save | 25 |
| Spell Save | 26 |
| Mental Save | 29 |
Defense: Resistances
| Acid | 0%( 70%) |
| Blight | + 6%( 70%) |
| Physical | + 15%( 70%) |
| Cold | + 44%( 70%) |
| All | 0%( 70%) |
| Darkness | + 6%( 70%) |
| Light | + 12%( 70%) |
| Lightning | + 12%( 70%) |
| Fire | + 24%( 70%) |
| Nature | + 9%( 70%) |
Defense: Immunities
| Stun Resistance | 41% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 262 life over 5 turns. Its effects scale with your Strength stat. |
| 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 354 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved talent Disarm (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | pair of iron boots 'Zubuwe' (15 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Defense +15 (+7 eff.) Fatigue +2% Resists +6% fire +5% cold Crit.dmg- 5.00% Mind.save +9 (+5 eff.) Max.HP +40.00 Confus- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Max.HP +40.00 Heal.mod +12% ---------- 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 | insulating iron helm of absorption (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +5% cold ---------- misc Stam/ret +0.80 Equi/ret +0.80 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | psionicist's copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Mind.save +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
| Around neck | insulating copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +12% fire +12% cold Amulets make your neck look great! |
| In main hand | iron mace 'Lustredash' (18-26 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +10 (+3 eff.) Dmg.mod +3% physical Res.pen +10% acid Acc +5 (+1 eff.) ---------- misc Light +2 Blunt and deadly. |
| Around waist | Delydin the Daygrind1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.crit +1.0% Dmg.mod +3% physical Melee Ret 2 light ----- def ----- HP.reg +0.70 Heal.mod +10% ---------- misc Stam/turn +1.00 A belt that goes around your waist. |
| In off hand | Gluvea the steel longsword (15-21 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Nature Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +8 acid On Crit.r2 +12 lightning +15 cold While equipped: dps ---------- Mov.spd +24% Dmg.mod +3% acid Res.pen +9% lightning +8% cold +15% acid ----- def ----- Resists +9% nature +6% darkness Sharp, long, and deadly. |
| Cloak | Glownigh (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Res.pen +20% light +25% fire ----- def ----- Defense +1 (+0 eff.) Resists +3% blight +3% lightning Spell.save +6 (+3 eff.) ---------- 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 'Morbuspeal' (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee Ret 2 nature On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +3% blight +12% light +9% lightning Max.HP +23.00 HP.reg +3.00 Heal.mod +10% A suit of armour made of mail. |
Inventory
regeneration infusion of the psychic (heal 240; 13 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 240 life over 5 turns. 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. |
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Duroruithel the Blazenoon0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +6% mind Res.pen +10% mind +15% fire Melee Ret 10 fire ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Psi/ret +0.16 Max.hate +2.00 Amulets make your neck look great! |
copper ring of the mind (+11%)0.1 T1 ring jewelry [Ego] Psionic While equipped: dps ---------- Dmg.mod +11% mind ----- def ----- Resists +11% mind Rings make your fingers look great! |
titan's steel ring of frost (+22%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Phys.save +6 (+3 eff.) Rings make your fingers look great! |
iron battleaxe (16-25 power, 1 apr)3.0 T1 battleaxe 2H weapon [Normal] Power 16.5 - 24.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
slime-covered steel dagger of erosion (12-16 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Nature/Disrupt Power 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 nature On Hit: * 6% chance to slow global speed by 49% Sharp, short and deadly. |
steel dagger 'Eilinamithra' (13-17 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Rare] Nature Power 13.0 - 16.9 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 nature While equipped: Stats +5 Wil dps ---------- Mind.crit +2% Dmg.mod +6% mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% light Sharp, short and deadly. |
Branugar the iron greatmaul (18-26 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Master Power 17.5 - 26.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% On Hit (Melee): * 20% chance to reduce armor by 9% Massive two-handed mauls. |
Runetogen (36-58 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Master Power 36.5 - 58.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +12% physical ----- def ----- Armour +12 Massive two-handed swords. |
balanced steel greatsword (21-34 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 21.0 - 33.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +9 (+4 eff.) Disarm- +36% Massive two-handed swords. |
balanced steel greatsword of crippling (22-36 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Master Power 22.5 - 36.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Acc +7 (+2 eff.) ----- def ----- Defense +9 (+4 eff.) Disarm- +34% Massive two-handed swords. |
steel greatsword 'Shiverransom' (22-35 power, 14 apr)3.0 T2 greatsword 2H weapon [Rare] Arcane Power 22.0 - 35.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +14 Crit +3.0% Atk.spd 100% Phasing +19% While equipped: dps ---------- Dmg.mod +6% mind Res.pen +25% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Resists +3% temporal +3% cold Def/telep +10 Res/telep +10% Dur/telep +10% Massive two-handed swords. |
Bregorin the Murkwish (6-7 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 6.0 - 6.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +16 darkness On Hit: * 20% chance to reduce damage dealt by 19% While equipped: Stats +3 Dex dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +7% acid +7% fire +7% cold +7% physical Res.pen +4% acid +4% fire +4% cold +4% physical ----- def ----- Die.at -20.00 life HP.reg +4.00 Heal/summ +23 Poison- +20% ---------- misc Max.summ +2 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Ivawen the Glacierpunish (10-15 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Nature Power 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 nature +8 cold While equipped: ----- def ----- Resists +6% fire Silence- +20% One-handed war axes. |
iron waraxe 'Zubetta' (12-18 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Disrupt Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +12 mind On Hit: * 6% chance to slow global speed by 49% While equipped: Stats +1 Cun dps ---------- Crit.mult +5.00% Mind.pwr +5 (+3 eff.) Melee Ret 4 mind One-handed war axes. |
rough leather belt1.0 T1 belt armor [Normal] A belt that goes around your waist. |
enveloping linen cloak of Iron Throne (6 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Isletta the Icehunger (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex dps ---------- Dmg.mod +12% mind +6% cold Melee Ret 4 mind 8 cold ----- def ----- Armour +1 Stealth +6 ---------- misc Psi/ret +0.20 A pair of boots made of leather. |
grounding pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal ---------- misc Stam/turn +0.30 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
cinder rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 5 fire Dmg.mod +4% fire ----- def ----- Armour +1 Resists +5% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
corrosive iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 5 acid Dmg.mod +3% acid ----- def ----- Armour +1 Fatigue +1% Resists +6% acid 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. |
storm iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 5 lightning Dmg.mod +4% lightning ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning 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. |
Flasharc (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Cun +3 Dex dps ---------- Res.pen +5% light ----- def ----- Armour +1 Fatigue +1% ---------- misc Equi/ret +0.12 Light +2 A cap made of leather. |
Sleetcast the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +3% cold On Hit (Melee): * 20 arcane resource burn * 20% chance to slow global speed by 49% ----- def ----- Defense +1 (+0 eff.) Resists +7% lightning +5% temporal +6% fire Spell.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
impenetrable iron mail armour of fire resistance (2 def, 9 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +9 Defense +2 (+1 eff.) Fatigue +12% Resists +16% fire A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
iron mail armour 'Velyta' (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +3% blight +16% cold +9% lightning A suit of armour made of mail. |
steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
steel mail armour of the deep (2 def, 8 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue +12% Resists +6% acid +6% cold ---------- misc Breathe water A suit of armour made of mail. |
Wrathroot's Barkwood (9 def, 10 armour, 27-38 power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 27.0 - 37.8 Physical Uses 150% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+4 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
acidic steel shield of purity (0 def, 4 armour, 14-17 power, 41 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 14.5 - 17.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +41 On Hit: * 17% chance to reduce armor by 9% While equipped: dps ---------- Melee+ 6 acid Melee Ret 2 acid ----- def ----- Armour +4 Fatigue +8% Resists +11% nature +10% blight ---------- misc Talents +1 Block Handheld deflection devices. |
Turythel the Chillreek (18/18, 22-30 power, 11 apr)3.0 T2 arrow ammo Reqs Dex 16 [Rare] Nature Power 21.5 - 30.1 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +7.5% Capacity 18 Proj.spd +200% Ranged+ +8 nature On Crit.r2 +8 cold While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
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. |
161 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. |
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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 31 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +1 Cun dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Heal.mod +11% ---------- 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
chilling pouch of steel shots (21/21, 20-23 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego] Arcane Power 19.5 - 23.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 21 Ranged+ +9 cold Shots are used with slings to pummel your foes to death. |
innervating ash totem of stinging [power 200] (15 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 210 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce fatigue by 23% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 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. |
10 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. |
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
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By InsaneDoomed the Krog Cursed level 16
32nd Dusk 122nd year of Ascendancy at 23:52 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By InsaneDoomed the Krog Cursed level 10
10th Mirth 122nd year of Ascendancy at 19:46 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By InsaneDoomed the Krog Cursed level 8
7th Mirth 122nd year of Ascendancy at 12:20 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By InsaneDoomed the Krog Cursed level 15
19th Dusk 122nd year of Ascendancy at 07:26 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
InsaneDoomed receives 10 healing from Unnatural Body.
InsaneDoomed picks up (Q.): brass lantern.
Ran for 3 turns (stop reason: hostile spotted to the east (Islariara the sandworm destroyer)).
Islariara the sandworm destroyer uses Quick as Thought.
Islariara the sandworm destroyer speeds up.
InsaneDoomed uses Blindside.
InsaneDoomed hits Islariara the sandworm destroyer for (42 to psi shield), 63 physical, 0 arcane, (6 to psi shield), 8 physical, (15 to psi shield), 22 physical, 0 arcane, (6 to psi shield), 8 physical, (3 to psi shield), 5 acid (106 total damage).
Melee retaliation hits Islariara the sandworm destroyer for (1 to psi shield), 1 nature, 2 light (3 total damage).
Islariara the sandworm destroyer's Beyond the Flesh hits InsaneDoomed for 58 physical, 16 physical (74 total damage).
Islariara the sandworm destroyer uses Telekinetic Smash.
InsaneDoomed begins rampaging!
Islariara the sandworm destroyer hits InsaneDoomed for 76 physical, 16 physical, (26 rampage shugs off), 48 physical, 16 physical (156 total damage).
Melee retaliation hits Islariara the sandworm destroyer for (1 to psi shield), 1 nature, 2 light, (1 to psi shield), 1 nature, 2 light (6 total damage).
Islariara the sandworm destroyer uses Knockback.
InsaneDoomed resists the knockback!
Islariara the sandworm destroyer's Beyond the Flesh hits InsaneDoomed for 61 physical, 16 physical (77 total damage).
Islariara the sandworm destroyer hits InsaneDoomed for 121 physical, 16 physical (137 total damage).
Melee retaliation hits Islariara the sandworm destroyer for (1 to psi shield), 1 nature, 2 light, (1 to psi shield), 1 nature, 2 light (6 total damage).
InsaneDoomed has shrugged off 26 damage and is ready for more.
Islariara the sandworm destroyer uses Kinetic Strike.
InsaneDoomed shrugs off the effect 'Pinned to the ground'!
Islariara the sandworm destroyer hits InsaneDoomed for (26 rampage shugs off), 169 physical (169 total damage).
Melee retaliation hits Islariara the sandworm destroyer for (1 to psi shield), 1 nature, 2 light (3 total damage).
InsaneDoomed the level 18 krog cursed was skewered to death by Islariara the sandworm destroyer on level 4 of Old Forest.





























































































