











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. 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! Better Item Description 1.7.4This 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:
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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Cultist of Entropy |
| Level / Exp | 32 / 44% |
| Size | medium |
| Lifes / Deaths | Killed by Lord of Skulls (warrior) at level 25 on the 73rd Regrowth 123rd year of Ascendancy at 13:57 4 / 2Killed by skeleton assassin at level 30 on the 79th Dusk 123rd year of Ascendancy at 18:29 |
Primary Stats
| Strength | 21 (base 10) |
| Dexterity | 22 (base 10) |
| Constitution | 69 (base 60) |
| Magic | 86 (base 60) |
| Willpower | 26 (base 10) |
| Cunning | 36 (base 18) |
Resources
| Life | 804/804 |
| Insanity | 0/100 |
| Steam | 100/100 |
| Healing Factor | 1.6027219866912 |
| Regeneration | 25.242871290386 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -1 |
| Infravision | 13 |
| See Stealth | 43.03326605996 |
| See Invisible | 52.03326605996 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 16 |
| Crit Chance | 13% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 56 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Physical | +12% |
| Cold | +46% |
| All | 0% |
| Darkness | +111% |
| Light | +34% |
| Temporal | +31% |
| Fire | +15% |
| Lightning | +6% |
Offense: Damage Penetration
| Physical | +5% |
| Darkness | +55% |
| Mind | +5% |
| Temporal | +44% |
Defense: Base
| Armour (hardiness) | 42.46889512384 (60.418071861941%) |
| Defense | 52 |
| Ranged Defense | 52 |
| Fatigue | 0 |
| Physical Save | 37 |
| Spell Save | 38 |
| Mental Save | 43 |
Defense: Resistances
| Acid | + 45%( 70%) |
| Arcane | + 32%( 70%) |
| Cold | + 51%( 70%) |
| All | + 24%( 70%) |
| Lightning | + 35%( 70%) |
| Light | + 29%( 70%) |
| Temporal | + 30%( 70%) |
| Darkness | + 47%( 70%) |
| Nature | + 48%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 15% |
| Bleed Resistance | 80% |
| Instadeath Resistance | 100% |
| Silence Resistance | 40% |
| Stun Resistance | 99% |
| Poison Resistance | 80% |
| Knockback Resistance | 35% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 446 damage for 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 64 up to 2 times. |
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 89 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Class Talents
| Demented / Oblivion | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Demented / Madness | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Void | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Demented / Doom | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Demented / Calamity | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| talent | Jinxed Touch |
| talent | Chaos Orbs |
| talent | Chant of Fortitude |
| talent | Void Stars |
| talent | Power Overwhelming |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Heart of the Gloom. Escort: lost sun paladin (level 2 of Heart of the Gloom)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)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 gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Heightened Senses (+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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Frost Treads (1 def, 4 armour) 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold Phys.save +9 (+4 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% ---------- 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. |
| Light source | Wintertide Phial 2.0 T2 lite [Unique] Arcane While equipped: dps ---------- Dmg.mod +15% darkness ---------- misc Light -1 Infravis +13 See.Invis +6 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | Bregeharachik the linen wizard hat (1 def, 0 armour) 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Phys.pwr +5 (+2 eff.) Dmg.mod +11% cold ----- def ----- Defense +1 (+0 eff.) Resists +3% lightning +16% cold Max.HP +60.00 HP.reg +2.00 Silence- +40% A pointy cloth hat, very wizardly... |
| Tool | Searmalice the steel torque of gale force [power 180] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% fire ----- def ----- Resists +6% acid +5% arcane +9% nature +6% darkness Disease- +20% Knockbk- +20% Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 202 physical damage Puts all charms on 15 cooldown 100% to gain a 17% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Kindlefame0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +18% light +3% physical Apr +2 ----- def ----- Defense +5 (+1 eff.) Resists +6% nature Crit.dmg- 10.00% HP.reg +4.00 Poison- +20% Cut- +20% Stun/Frz- +29% Rings make your fingers look great! |
| On fingers | voratun quartz ring0.1 T5 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +8 Mag +6 Wil +5 Cun dps ---------- Mind.pwr +10 (+4 eff.) Melee+ 27 light Ranged+ 16 light Dmg.mod +16% light ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
| Around waist | Lustreking 1.0 T5 belt armor [Rare] Nature While equipped: Stats +6 Str +4 Dex +6 Wil +6 Cun dps ---------- Crit.mult +5.00% Mind.pwr +15 (+6 eff.) Dmg.mod +6% lightning Melee Ret 8 light ----- def ----- Defense +10 (+3 eff.) Resists +6% light Phys.save +15 (+6 eff.) Spell.save +17 (+6 eff.) Mind.save +18 (+6 eff.) Proj.slow +25% ---------- misc Equi/ret +0.16 A belt that goes around your waist. |
| In main hand | Lisyvena (136% power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Rare] Nature Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +1 Str +2 Dex +6 Con dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +22 (+7 eff.) Dmg.mod +30% darkness +9% physical Apr +2 ----- def ----- Crit.dmg- 10.00% HP.reg +1.50 Heal.mod +23% ---------- misc Stam/turn +1.00 See.Invis +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Main armor | Arthumador the woollen robe (0 def, 0 armour) 2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% acid Res.pen +5% mind +5% physical ----- def ----- Resists +22% acid +5% arcane +9% all Die.at -80.00 life HP.reg +8.00 Poison- +60% Disease- +60% Cut- +60% Stun/Frz- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | cashmere cloak 'Sootquake' (27 def, 12 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +35% darkness Res.pen +11% darkness ----- def ----- Armour +12 Defense +27 (+8 eff.) Resists +16% darkness +6% nature Stealth +17 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 amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +12% lightning Stun/Frz- +20% Amulets make your neck look great! |
Inventory
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+6 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
restful copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
Betulle the Airbrace0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% arcane Res.pen +5% acid +20% arcane Melee Ret 8 arcane ----- def ----- Resists +6% lightning +5% arcane +9% acid HP.reg +3.00 Stun/Frz- +28% Rings make your fingers look great! |
Poxumbra0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +6 Con dps ---------- Res.pen +15% nature Melee Ret 4 mind On Hit (Melee): * 20% chance to slow global speed by 51% * 20% chance to reduce all saves and defense by 25 ----- def ----- Resists +6% nature +18% cold Phys.save +12 (+5 eff.) Rings make your fingers look great! |
Tuleregolen the Sparkjeer0.1 T5 ring jewelry [Rare] Master While equipped: Stats +7 Str dps ---------- Dmg.mod +21% lightning ----- def ----- Armour +14 Resists +9% fire +5% arcane +9% cold Spell.save +9 (+3 eff.) Rings make your fingers look great! |
Yarokhad the stralite ring0.1 T4 ring jewelry [Rare] Master While equipped: Stats +3 Str +7 Dex +8 Cun +5 Con dps ---------- Res.pen +10% acid Acc +10 (+6 eff.) ----- def ----- Resists +6% blight +3% fire Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
pixie's gold ring of light (+20%)0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +10% light ----- def ----- Resists +20% light Rings make your fingers look great! |
creative mossy mindstar of resolve (75% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 75% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +2 (+1 eff.) ----- def ----- Spell.save +3 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
noble's rough leather belt1.0 T1 belt armor [Ego+] Master While equipped: Stats +3 Cun +4 Wil dps ---------- Against +15% Summoned ----- def ----- D.Red.from +18% Summoned A belt that goes around your waist. |
enveloping linen cloak of Eldoral (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +7 (+2 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. |
linen cloak 'Chamalachik' (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid ----- def ----- Defense +6 (+2 eff.) Resists +2% physical Phys.save +6 (+3 eff.) Mind.save +3 (+1 eff.) HP.reg +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Borastir the Lavaenvy (10 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Cun +2 Con dps ---------- Phys.pwr +10 (+5 eff.) Mind.pwr +10 (+4 eff.) Melee Ret 2 fire ----- def ----- Armour +1 Defense +10 (+3 eff.) Phys.save +12 (+5 eff.) Mind.save +11 (+4 eff.) A pair of boots made of leather. |
Belolar (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +2 Wil +5 Cun ----- def ----- Armour +4 Fatigue +4% Resists +3% acid +3% nature Spell.save +9 (+3 eff.) ---------- misc Psi/ret +0.12 Skullcracker: Puts all charms on 20 cooldown Level 4.5 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 61.9 Physical damage. If the attack hits, the target is confused (31% effect) for 6 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. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
duelist's cured leather armour of cold resistance (10 def, 7 armour)9.0 T2 light armor [Ego+] Master While equipped: Stats +3 Cun +4 Dex ----- def ----- Armour +7 Defense +10 (+3 eff.) Fatigue +7% Resists +17% cold A suit of armour made of leather. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
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. |
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 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning 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. |
sapper's dwarven-steel pickaxe (dig speed 23 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Cun +2 Str dps ---------- Acc +5 (+4 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 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. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
8 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. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 136% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
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. |
extending ash wand of clairvoyance [power 10] (15 cooldown)2.0 T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 10, power 80 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
focusing elm wand of shielding [power 110] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of clairvoyance [power 11] (15 cooldown)2.0 T3 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 11, power 81 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By CorCoe the Cornac Cultist of Entropy level 32
39th Haze 123rd year of Ascendancy at 08:06 see stats
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By CorCoe the Cornac Cultist of Entropy level 29
77th Dusk 123rd year of Ascendancy at 06:31 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By CorCoe the Cornac Cultist of Entropy level 26
29th Pyre 123rd year of Ascendancy at 17:57 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By CorCoe the Cornac Cultist of Entropy level 18
73rd Haze 122nd year of Ascendancy at 23:29 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By CorCoe the Cornac Cultist of Entropy level 20
10th Regrowth 123rd year of Ascendancy at 17:25 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By CorCoe the Cornac Cultist of Entropy level 25
73rd Regrowth 123rd year of Ascendancy at 21:49 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By CorCoe the Cornac Cultist of Entropy level 29
79th Dusk 123rd year of Ascendancy at 06:58 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By CorCoe the Cornac Cultist of Entropy level 32
39th Haze 123rd year of Ascendancy at 07:43 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By CorCoe the Cornac Cultist of Entropy level 10
14th Dusk 122nd year of Ascendancy at 06:31 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By CorCoe the Cornac Cultist of Entropy level 20
10th Regrowth 123rd year of Ascendancy at 12:42 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By CorCoe the Cornac Cultist of Entropy level 30
79th Dusk 123rd year of Ascendancy at 14:44 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By CorCoe the Cornac Cultist of Entropy level 25
25th Pyre 123rd year of Ascendancy at 06:26 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By CorCoe the Cornac Cultist of Entropy level 26
28th Pyre 123rd year of Ascendancy at 04:50 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By CorCoe the Cornac Cultist of Entropy level 10
15th Dusk 122nd year of Ascendancy at 06:17 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By CorCoe the Cornac Cultist of Entropy level 32
39th Haze 123rd year of Ascendancy at 08:06 see stats
The Restless Dead (Nightmare (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By CorCoe the Cornac Cultist of Entropy level 24
38th Regrowth 123rd year of Ascendancy at 23:10 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By CorCoe the Cornac Cultist of Entropy level 13
2nd Haze 122nd year of Ascendancy at 06:26 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By CorCoe the Cornac Cultist of Entropy level 28
60th Pyre 123rd year of Ascendancy at 12:15 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By CorCoe the Cornac Cultist of Entropy level 31
3rd Haze 123rd year of Ascendancy at 14:49 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By CorCoe the Cornac Cultist of Entropy level 25
27th Pyre 123rd year of Ascendancy at 19:45 see stats
Log
Sold: schematic: Armour Reinforcement for 4.00 gold.
Sold: schematic: Back Support for 4.50 gold.
Sold: 2 schematic: Corrosive Shell for 8.00 gold.
Sold: schematic: Fiery Salve for 4.50 gold.
Sold: schematic: Fireproof Coating for 6.00 gold.
Sold: schematic: Focus Lens for 4.00 gold.
Sold: schematic: Fungal Web for 4.00 gold.
Sold: schematic: Healing Salve for 4.00 gold.
Sold: schematic: Kinetic Stabiliser for 4.00 gold.
Sold: schematic: Magnetic Shell for 4.00 gold.
Sold: schematic: Mental Stimulator for 4.00 gold.
Sold: 2 schematic: Rocket Boots for 10.00 gold.
Sold: schematic: Saw Projector for 4.00 gold.
Sold: schematic: Saw Shell for 4.00 gold.
Sold: schematic: Spike Attachment for 6.00 gold.
Sold: 2 schematic: Spring Grapple for 8.00 gold.
Sold: 2 schematic: Steamgun for 8.00 gold.
Sold: 2 schematic: Steamsaw for 8.00 gold.
Sold: schematic: Toxic Shell for 11.00 gold.
Sold: schematic: Viral Needlegun for 7.50 gold.
Sold: schematic: Voltaic Sentry for 8.00 gold.
Sold: 3 schematic: Water Salve for 16.50 gold.
Sold: 2 schematic: Waterproof Coating for 8.00 gold.
Sold: 2 schematic: Winterchill Edge for 12.42 gold.
There is a way up here (press '' or right click to use).
There is a Entrance the tinker's master cave here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.





































































































