










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. 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 1.7.6Donators/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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Ogre |
| Class | Cursed |
| Level / Exp | 21 / 59% |
| Size | big |
| Lifes / Deaths | Killed by thought-forged bowman at level 21 on the 29th Regrowth 123rd year of Ascendancy at 19:13 4 / 1 |
Primary Stats
| Strength | 80 (base 50) |
| Dexterity | 25 (base 10) |
| Constitution | 29 (base 13) |
| Magic | 17 (base 10) |
| Willpower | 52 (base 42) |
| Cunning | 29 (base 10) |
Resources
| Life | 750/750 |
| Hate | 100/100 |
| Equilibrium | 0 |
| Psi | 162/162 |
| Healing Factor | 1.1883624122573 |
| Regeneration | 0.29709060306432 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 145 |
| Accuracy | 41 |
| Crit Chance | 10% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10.5 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Blight | +3% |
| Nature | +5% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Cold | +15% |
| Lightning | +25% |
| Mind | +10% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 40.317011280365 (72.903125182002%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 17 |
| Physical Save | 40 |
| Spell Save | 27 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Blight | + 29%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 33%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 32%( 70%) |
| Physical | + 18%( 70%) |
| Darkness | + 37%( 70%) |
| Mind | + 22%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 48% |
| Confusion Resistance | 92% |
| Fear Resistance | 28% |
| Knockback Resistance | 28% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 214 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 342 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 487% 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 Constitution stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Rampage | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Race / Ogre | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved talent Dream Walk (+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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Seek out Kyless' cave in the northern part of the meadow and end him. Perhaps the curse will end with him. | active |
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. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 2. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed giant spider spinneret. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed green worm. * You've found the needed bear paw. | 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 within5 lumberjacks have died. | 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 | pair of rough leather boots 'Lisybreba' (5 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +3 Mag +2 Wil dps ---------- Res.pen +10% mind ----- def ----- Armour +1 Defense +5 (+2 eff.) Resists +3% lightning Phys.save +6 (+2 eff.) Blind- +10% Confus- +20% Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
| Light source | survivor's alchemist's lamp of health1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+2 eff.) Max.HP +57.00 Heal.mod +18% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | drakeskin leather cap 'Blazequake' (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature While equipped: Stats +10 Str +12 Dex +11 Cun +9 Con dps ---------- Res.pen +25% lightning ----- def ----- Armour +5 Fatigue +5% Resists +21% lightning ---------- misc Stam/ret +1.50 Equi/ret +1.90 A cap made of leather. |
| Tool | Rharegodig (dig speed 28 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str ----- def ----- Resists +3% blight +3% mind Phys.save +9 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +6 (+3 eff.) Max.HP +41.00 Stun/Frz- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 17.14 cold and 14.90 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | warrior's gold ring of clarity0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Str ----- def ----- Armour +6 Mind.save +6 (+3 eff.) Confus- +20% Rings make your fingers look great! |
| Around waist | noble's rough leather belt of recklessness1.0 T1 belt armor [Ego++] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Phys.crit +3.0% Crit.mult +6.00% Phys.pwr +4 (+1 eff.) Against +17% Summoned ----- def ----- D.Red.from +17% Summoned A belt that goes around your waist. |
| In main hand | Growthstrike the dwarven-steel greatmaul (Madness) (56-85 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 56.5 - 84.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +16 fire On Hit: * 20% chance to slow global speed by 54% While equipped: ----- def ----- Resists +12% acid +5% arcane +3% nature Phys.save +3 (+1 eff.) Curse of Madness Massive two-handed mauls. |
| 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 (+1 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 Unarmed combat: Power 13.0 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 83% Melee+ +10 silence 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. |
| Main armor | voratun mail armour 'Belatira' (5 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +7 Str +2 Mag +3 Wil dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +6% acid +3% blight On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Armour +18 Defense +5 (+2 eff.) Fatigue +12% Resists +18% blight +9% physical +30% darkness ---------- misc Vim/s.crit +2.00 Light +3 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
| Cloak | linen cloak 'Winterwyrd' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +6 Str +1 Con dps ---------- Res.pen +15% cold ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | clarifying gold amulet of dexterity (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex ----- def ----- Resists +10% mind Confus- +24% Amulets make your neck look great! |
Inventory
wild infusion (res 15%; mental; dur 4; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
teleportation rune of the duelist (range 45; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 45 with a minimum range of 15. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Neribregata0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +1 Mag dps ---------- Spell.crit +5% Spell.pwr +4 (+1 eff.) Dmg.mod +5% acid +6% fire +5% cold +4% lightning ----- def ----- Defense +10 (+5 eff.) Resists +6% acid +15% fire +3% darkness Max.HP +60.00 HP.reg +4.00 Amulets make your neck look great! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 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... |
clarifying gold amulet of dexterity (+3)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +10% mind Confus- +23% Amulets make your neck look great! |
wanderer's gold amulet0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +5 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -7% HP.reg +1.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
conjurer's steel ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +5 (+1 eff.) Rings make your fingers look great! |
copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Rings make your fingers look great! |
sneakthief's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Acc +7 (+2 eff.) Rings make your fingers look great! |
steel ring 'Spiderdeath'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Cun ----- def ----- Armour +2 Defense +20 (+10 eff.) Resists +9% nature Max.HP +40.00 Blind- +20% Rings make your fingers look great! |
steel ring 'Ulfehir'0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Mind.pwr +30 (+10 eff.) Dmg.mod +13% nature ----- def ----- Resists +26% nature ---------- misc Light +3 Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Rings make your fingers look great! |
dwarven-steel greatmaul of rage (Nightmares) (42-62 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Master Power 41.5 - 62.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Dmg.mod +7% physical Acc +14 (+4 eff.) Curse of Nightmares Massive two-handed mauls. |
Surefire (Nightmares)4.0 T1 longbow 2H weapon Reqs Shoot [Unique] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) Curse of Nightmares This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
dwarven-steel longsword of vileness (Corpses) (24-34 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane Power 24.5 - 34.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +9 blight On Hit: * 8% chance to reduce strength, dexterity, and constitution by 6 Curse of Corpses Sharp, long, and deadly. |
noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +15% Summoned ----- def ----- Resists +6% blight D.Red.from +17% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Blizzardtitan the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% Res.pen +5% cold ----- def ----- Defense +1 (+0 eff.) Resists +3% light +12% lightning Spell.save +9 (+5 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Malyrach the linen cloak (1 def, 2 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Armour +2 Defense +1 (+0 eff.) Resists +6% nature Phys.save +6 (+2 eff.) Spell.save +9 (+5 eff.) Max.HP +31.00 Heal.mod +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eilinuma (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +2 Mag +7 Wil +2 Cun +7 Con dps ---------- Mind.pwr +4 (+1 eff.) Res.pen +6% physical ----- def ----- Armour +1 Crit.chn- 15.00% Blindside: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 47% (at 0 Hate) to 157% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 23 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Flowerviper (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.crit +3.0% ----- def ----- Armour +1 Resists +6% blight +3% fire +3% lightning Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.50 Max.stam +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dwarven-steel gauntlets 'Filthbreaker' (0 def, 5 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Mag dps ---------- Spell.pwr +15 (+4 eff.) Res.pen +10% arcane Melee Ret 8 nature ----- def ----- Armour +5 Fatigue +3% Mind.save +6 (+3 eff.) Max.HP +48.00 Def/telep +10 Res/telep +10% Dur/telep +10% Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +5 Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Battle Shout 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Manudor the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +6% light +3% cold Mind.save +3 (+1 eff.) Die.at -60.00 life Max.HP +80.00 Heal.mod +10% ---------- misc Infravis +3 See.Stealth +6 See.Invis +6 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 10% and attempts to push all creatures other than yourself out of its radius, inflicting 2.01 light damage and 2.01 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Poloba (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Disrupt While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +6% nature +5% blight Die.at -20.00 life Stun/Frz- +20% ---------- misc Stam/turn +1.00 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 Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 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. |
shielding cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane While equipped: Stats +6 Mag ----- def ----- Defense +2 (+1 eff.) Spell.save +8 (+4 eff.) A pointy cloth hat, very wizardly... |
Thunderkiller the iron plate armour (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +1 Cun dps ---------- Mind.pwr +30 (+10 eff.) Dmg.mod +3% lightning ----- def ----- Armour +7 Fatigue +22% Crit.chn- 10.00% Max.HP +23.00 HP.reg +2.00 Heal.mod +11% ---------- misc Equi/ret +0.04 Max.psi +30.00 A suit of armour made of metal plates. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Betiyaba the Stormsear (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +2 Str +5 Con dps ---------- Dmg.mod +6% nature +3% lightning Melee Ret 2 mind ----- def ----- Resists +11% nature ---------- misc See.Invis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(109 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
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. |
innervating dwarven-steel torque of clear mind [power 2] (25 cooldown)2.0 T3 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Sunpanic the elm totem of stinging [power 110] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +5% fire ----- def ----- Armour +6 Resists +5% arcane Crit.chn- 5.00% Die.at -80.00 life Cut- +20% Teleport- +20% Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of healing 'Zubeth' [power 194] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind Melee Ret 10 mind ----- def ----- Phys.save +6 (+2 eff.) Disease- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of summon tentacle [power 100] (25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 214 Base Damage: 104 Armor: 2 All Resist: 1 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
focusing elm totem of stinging [power 110] (15 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing [power 230] (15 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 230 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Iron Acorn0.0 T1 trinket misc [Plot Item] Master A small acorn, crafted crudely out of iron. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
2 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. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +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. |
9 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 (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Venateththe the Ogre Cursed level 8
2nd Dusk 122nd year of Ascendancy at 11:14 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Venateththe the Ogre Cursed level 19
5th Regrowth 123rd year of Ascendancy at 14:20 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 Venateththe the Ogre Cursed level 21
23rd Regrowth 123rd year of Ascendancy at 11:45 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Venateththe the Ogre Cursed level 10
19th Dusk 122nd year of Ascendancy at 01:44 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Venateththe the Ogre Cursed level 20
6th Regrowth 123rd year of Ascendancy at 03:08 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Venateththe the Ogre Cursed level 19
49th Haze 122nd year of Ascendancy at 12:26 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Venateththe the Ogre Cursed level 7
2nd Mirth 122nd year of Ascendancy at 20:13 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Venateththe the Ogre Cursed level 7
9th Mirth 122nd year of Ascendancy at 04:21 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Venateththe the Ogre Cursed level 18
34th Haze 122nd year of Ascendancy at 21:16 see stats
Log
Belawe the corrupted war dog converts some damage to Psi!
Belawe the corrupted war dog receives 8 healing (8 psi heal).
Bleeding from Venateththe hits Belawe the corrupted war dog for 23 to psi, 34 physical (57 total damage).
Shadow claw hits Venateththe for 20 mind damage.
Belawe the corrupted war dog uses Mind Sear.
Venateththe resists the knockback!
Venateththe is no longer rampaging.
Thought-forged bowman's Shoot hits Venateththe for 25 physical, 10 cold, 88 physical (124 total damage).
Belawe the corrupted war dog hits Venateththe for 189 mind damage.
Venateththe uses Infusion: Regeneration.
Venateththe starts regenerating health quickly.
Shadow claw uses Willful Strike.
Venateththe was blasted back 2 spaces!
Thought-forged bowman uses Steady Shot.
Belawe the corrupted war dog converts some damage to Psi!
Belawe the corrupted war dog hits Venateththe for 21 mind damage.
Belawe the corrupted war dog receives 8 healing (8 psi heal).
Bleeding from Venateththe hits Belawe the corrupted war dog for 19 to psi, 28 physical (46 total damage).
Shadow claw hits Venateththe for 35 physical damage.
Venateththe is knocked back!
Thought-forged bowman's Steady Shot hits Venateththe for 41 physical, 10 cold, 88 physical (139 total damage).
Belawe the corrupted war dog hits Venateththe for 4 nature, 6 physical, 5 nature, 6 physical (22 total damage).
Venateththe the level 21 ogre cursed was disembowelled to death by a thought-forged bowman on level 4 of Tranquil Meadow.
You have 4 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Belawe the corrupted war dog killed Venateththe!
Saving game...
Saving done.





















































































