










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 | 16 / 24% |
| Size | big |
| Lifes / Deaths | Killed by Wrathroot at level 16 on the 56th Dusk 122nd year of Ascendancy at 10:21 4 / 1 |
Primary Stats
| Strength | 43 (base 37) |
| Dexterity | 19 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 38 (base 40) |
| Cunning | 14 (base 10) |
Resources
| Life | 442/442 |
| Hate | 100/100 |
| Equilibrium | 0 |
| Healing Factor | 1.3283363011315 |
| Regeneration | 2.9887566775459 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 75 |
| Accuracy | 41 |
| Crit Chance | 3% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +14% |
| Physical | +5% |
| Light | +10% |
| All | 0% |
Offense: Damage Penetration
| Fire | +15% |
Defense: Base
| Armour (hardiness) | 35.08934837382 (81.151787968034%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 28 |
| Physical Save | 22 |
| Spell Save | 17 |
| Mental Save | 23 |
Defense: Resistances
| Blight | + 6%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 22%( 70%) |
| All | 0%( 70%) |
| Darkness | + 6%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 3%( 70%) |
| Physical | + 5%( 70%) |
| Mind | + 18%( 70%) |
| Nature | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 28% |
| Confusion Resistance | 50% |
| Fear Resistance | 28% |
| Teleport Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 28% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 459% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| 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 274 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Gloom | 1.41 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 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 |
| 4/5 |
| 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 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 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 lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
Escort the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest) | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You 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 |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed skeleton mage skull. | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | Vorolle the Smearwild (3 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Dex +1 Mag dps ---------- Res.pen +15% fire ----- def ----- Armour +1 Defense +3 (+1 eff.) ---------- misc Infravis +1 A pair of boots made of leather. |
| Light source | 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.(94 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Duathelransom the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Apr +4 ----- def ----- Armour +3 Fatigue +5% Resists +3% nature +3% darkness Mind.save +3 (+2 eff.) Heal.mod +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | overpowered ash totem of healing [power 260] (21/23 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 23 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Blindpiercer0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +14% cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% temporal +3% darkness +6% blight +22% cold +5% arcane Rings make your fingers look great! |
| On fingers | copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) Confus- +22% Rings make your fingers look great! |
| Around waist | rough leather belt 'Manovon'1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) Acc +5 (+2 eff.) ----- def ----- Defense +25 (+12 eff.) Resists +6% mind Phys.save +6 (+3 eff.) ---------- misc Light +2 A belt that goes around your waist. |
| In main hand | Bill's Tree Trunk (Madness) (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Curse of Madness Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
| On hands | iron gauntlets 'Xutta' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Wil ----- def ----- Armour +1 Fatigue +1% Resists +12% mind HP.reg +2.00 Teleport- +10% ---------- misc Stam/turn +0.60 Max.stam +13.00 Unarmed combat: Power 9.5 - 13.3 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit: 10% Nightmare 1 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | impenetrable steel plate armour of resilience (0 def, 19 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +19 Fatigue +22% Max.HP +22.00 A suit of armour made of metal plates. |
| Cloak | Wrap of Stone (0 def, 0 armour)2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.2 Pwr.cost 60 out of 6/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 53.71 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Around neck | copper amulet 'Areta'0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +3 Con ----- def ----- Resists +5% arcane ---------- misc Masteries +0.11 Cursed/Gloom Amulets make your neck look great! |
Inventory
healing infusion of the warrior (heal 132; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 132 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 522%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 522% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 19%; mental; dur 2; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 26%; physical; dur 2; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 4; phase 10; cd 10)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 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 10%, your defense is increased by 10 and all your resistances by 10%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 20; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 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... |
Eclipsespire the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness +10% fire Melee Ret 6 cold On Hit (Melee): * 20% chance to slow global speed by 49% ----- def ----- Resists +9% darkness +20% fire Rings make your fingers look great! |
marksman's copper ring of the mind (+11%)0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% mind Acc +6 (+2 eff.) ----- def ----- Resists +11% mind Rings make your fingers look great! |
treant's copper ring of pilfering0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Acc +7 (+3 eff.) Apr +7 ----- def ----- Defense +8 (+4 eff.) Resists +6% nature +5% blight Poison- +11% Disease- +10% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 92% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Elarith (Corpses) (20-30 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Psionic Power 20.0 - 30.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +9 darkness +4 arcane Against +9% Living While equipped: dps ---------- S.pwr/crit +6 Dmg.mod +3% arcane ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% Curse of Corpses Massive two-handed mauls. |
Kindlewisp the iron greatmaul (Shrouds) (18-26 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Psionic 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% Melee+ +7 darkness Against +12% Living While equipped: dps ---------- Res.pen +5% fire ----- def ----- Defense +20 (+10 eff.) Resists +3% acid +2% physical +3% blight Blind- +10% Curse of Shrouds Massive two-handed mauls. |
ash longbow 'Kindlewend' (Shrouds)4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Crit.r2 +8 fire While equipped: Stats +2 Str dps ---------- Phys.pwr +11 (+4 eff.) Melee Ret 4 nature 6 fire ----- def ----- Resists +3% blight +6% temporal +3% darkness Curse of Shrouds Longbows are used to shoot arrows at your foes. |
thorny mindstar of storms (Shrouds) (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Str +1 Dex +2 Mag +1 Wil +1 Cun +2 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 7 lightning Dmg.mod +6% lightning Res.pen +6% lightning ----- def ----- Resists +4% lightning ---------- misc Talents +1 Attune Mindstar Curse of Shrouds 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. |
Naleg the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Crit.mult +10.00% Spell.pwr +3 (+2 eff.) Dmg.mod +3% arcane Melee Ret 2 blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 11 ----- def ----- Resists +5% arcane Mind.save +6 (+3 eff.) ---------- misc Max.hate +4.00 A belt that goes around your waist. |
Belydrachak (6 def, 2 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +4 Dex ----- def ----- Armour +2 Defense +6 (+3 eff.) Max.HP +32.00 Heal.mod +10% Teleport- +20% ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Obsidianpower' (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str dps ---------- Acc +5 (+2 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Defense +6 (+3 eff.) Resists +3% acid +9% cold Phys.save +5 (+3 eff.) Max.HP +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+6 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
pair of iron boots 'Sunsorrow' (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% light Res.pen +5% acid Melee Ret 2 light ----- def ----- Armour +5 Fatigue +2% Resists +6% light ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
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 (+3 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. |
radiant rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 6 light Dmg.mod +4% light ----- def ----- Armour +1 Resists +5% light Unarmed combat: Power 8.0 - 8.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit: 20% Searing Light 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Blazebore the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +10% light +11% darkness Max.HP +20.00 Pinning- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A cap made of leather. |
grounding iron helm of strength (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
78 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. |
2 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. |
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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 37 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eilinyldatha the Toxinrot2.0 T1 lite [Rare] Master While equipped: Stats +1 Mag +2 Wil +3 Con dps ---------- Dmg.mod +3% nature ----- def ----- Crit.chn- 15.00% ---------- misc Light +6 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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 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 9 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
iron torque of mindblast [power 105] (21/15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
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. |
11 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. |
12 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. |
3 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 Baari the Ogre Cursed level 10
4th Flare 122nd year of Ascendancy at 13:06 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Baari the Ogre Cursed level 10
4th Flare 122nd year of Ascendancy at 13:05 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Baari the Ogre Cursed level 7
2nd Mirth 122nd year of Ascendancy at 11:23 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Baari the Ogre Cursed level 12
19th Dusk 122nd year of Ascendancy at 12:18 see stats
Log
Baari receives 13 healing from Unnatural Body.
Decrepitude Disease from Shadow hits Baari for (11 rampage shugs off), 0 blight (0 total damage).
Rotting Disease from Isletira the king cobra hits Baari for (11 rampage shugs off), 0 blight (0 total damage).
Mindrot hits Isletira the king cobra for 1 mind, 2 darkness (3 total damage).
Mindrot hits White wolf for 3 mind, 3 darkness (5 total damage).
Mindrot hits Wrathroot for 2 mind, 2 darkness (4 total damage).
Rotting Disease from Baari hits Isletira the king cobra for 8 blight damage.
Decrepitude Disease from Baari hits Isletira the king cobra for 8 blight damage.
Rotting Disease from Baari hits Wrathroot for 8 blight damage.
Decrepitude Disease from Baari hits Wrathroot for 8 blight damage.
Baari uses Frenzy.
Baari slows down.
The demonic soul releases a burst of fire around Isletira the king cobra!
You feel your rampage slowing down. (-1 duration)
Demonic Soul hits Wrathroot for 16 fire damage.
Demonic Soul hits Isletira the king cobra for 11 fire damage.
Baari hits Isletira the king cobra for 30 physical, 0 arcane, 9 light, 31 physical, 0 arcane, 9 light, 32 physical, 0 arcane, 9 light, 26 physical (145 total damage).
Baari hits Wrathroot for 7 light, 7 light, 7 light (21 total damage).
Baari killed Isletira the king cobra!
Wrathroot hits Baari for (1 rampage shugs off), 12 physical, 39 darkness (51 total damage).
Baari the level 16 ogre cursed was swallowed by the void to death by Wrathroot and digested by treants on level 4 of Old Forest.
Wrathroot is no longer being stalked by Baari.
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.
Wrathroot killed Baari!
Saving game...
Saving done.



















































































