










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
---
Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.5.9Official 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.
Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Verdant Class Pack 1.5.10Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Writhing One |
| Level / Exp | 21 / 41% |
| Size | big |
| Lifes / Deaths | Killed by Horned Horror at level 17 on the 10th Dusk 122nd year of Ascendancy at 11:32 0 / 5Killed by Vorama the white ooze at level 19 on the 16th Dusk 122nd year of Ascendancy at 04:07 Killed by Bethonor the half formed drem at level 20 on the 76th Dusk 122nd year of Ascendancy at 16:14 Killed by Xumira the half formed drem at level 21 on the 76th Dusk 122nd year of Ascendancy at 19:02 Killed by Brteomar the halfling at level 21 on the 4th Haze 122nd year of Ascendancy at 00:20 |
Primary Stats
| Strength | 55 (base 45) |
| Dexterity | 15 (base 10) |
| Constitution | 32 (base 14) |
| Magic | 60 (base 45) |
| Willpower | 37 (base 10) |
| Cunning | 29 (base 11) |
Resources
| Life | 642/642 |
| Insanity | 0/100 |
| Healing Factor | 1.1633663366337 |
| Regeneration | 0.29084158415842 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +41.317881892239% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 6 |
| See Stealth | 41.734771561554 |
| See Invisible | 47.734771561554 |
Offense: Mainhand
| Damage | 72 |
| Accuracy | 48 |
| Crit Chance | 9% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +9% |
| Blight | +18% |
| Arcane | +40% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Fire | +5% |
Defense: Base
| Armour (hardiness) | 25.551211628464 (74.117647058824%) |
| Defense | 14 |
| Ranged Defense | 18 |
| Fatigue | 27 |
| Physical Save | 28 |
| Spell Save | 29 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 15%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 16%( 70%) |
| Temporal | + 24%( 70%) |
| Physical | + 9%( 70%) |
| Mind | + 17%( 70%) |
| Fire | + 26%( 70%) |
| Darkness | + 26%( 70%) |
Defense: Immunities
| Stun Resistance | 35% |
| Disarm Resistance | 30% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 23% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 309 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Demented / Disfigured face | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Chaos Orbs |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You 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 lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
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. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | grounding pair of dwarven-steel boots of uncanny dodging (5 def, 4 armour)3.0 T3 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +5 (+5 eff.) Rng.Def +4 (+3 eff.) Fatigue +3% Resists +9% lightning +7% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Ulfisarion the brass lantern2.0 T1 lite [Rare] Master While equipped: Stats +3 Str dps ---------- Acc +8 (+3 eff.) Apr +2 Melee Ret 16 physical ----- def ----- Resists +2% physical Die.at -40.00 life ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Velodhevena the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Mag +7 Wil +4 Cun +5 Con ----- def ----- Defense +2 (+2 eff.) Resists +8% fire +8% cold ---------- misc See.Invis +6 A pointy cloth hat, very wizardly... |
| Tool | Gynn [power 10] (6 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +4 Dex +1 Con ----- def ----- Resists +6% acid Mind.save +18 (+6 eff.) ---------- misc Stam/turn +0.40 Max.stam +15.00 Reveal the area around you, dispelling darkness (radius 10, power 69 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown 100% to regenerate 4 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | conjurer's gold ring of misery0.1 T3 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil +5 Cun dps ---------- Spell.pwr +5 (+2 eff.) Melee+ 11 bleed Ranged+ 7 bleed On Hit (Melee): * 12% chance to cause random gloom On Hit (Ranged): * 13% chance to cause random gloom ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
| On fingers | Ring of Insight0.1 T1 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +2 Cun +2 Mag ---------- misc Infravis +1 See.Stealth +3 See.Invis +3 Telpty rng +1 Masteries +0.20 Spell/Divination This small iron ring seems exceptionally shiny and in focus. |
| Around waist | Eilinoba the Torchnail1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +9% blight +9% fire Res.pen +5% fire On Hit (Melee): * 20% chance to disease ----- def ----- Phys.save +6 (+3 eff.) A belt that goes around your waist. |
| In main hand | Crystalline Steel longsword (119% power, 3 apr)3.0 T2 longsword 1H weapon [Unique] Arcane A part of set. Power 120% Range: 1.4x Uses 100% Str Dmg Arcane Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Wil +3 Con dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+4 eff.) Dmg.mod +10% arcane Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Sharp, long, and deadly. Transformed with the power of the Spellblaze. |
| On hands | Arivea the Demondeath (0 def, 2 armour)1.5 T3 hands armor [Rare] Master While equipped: Stats +4 Str +8 Wil +9 Con ----- def ----- Armour +2 Resists +9% darkness Crit.dmg- 15.00% Disarm- +30% ---------- misc Masteries +0.20 Technique/Grappling Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Kilnpiety (5 def, 11 armour)17.0 T3 massive armor [Rare] Psionic While equipped: Stats +3 Cun +6 Wil dps ---------- Dmg.mod +30% arcane Melee Ret 20 fire ----- def ----- Armour +11 Defense +5 (+5 eff.) Fatigue +24% Resists +5% arcane +12% fire Mind.save +15 (+5 eff.) A suit of armour made of metal plates. |
| Cloak | murderer's linen cloak of the voidstalker (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +3 (+1 eff.) Apr +3 ----- def ----- Defense +1 (+1 eff.) Resists +11% darkness +11% temporal Def/telep +10 Res/telep +11% Dur/telep +10% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown 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 steel amulet of magic (+2)0.1 T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag ----- def ----- Resists +11% mind Confus- +23% Amulets can have magical properties. |
Inventory
magic missile rune of the duelist (99 arcane damage)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 15 Travel.spd 600% of base Usage Speed Spell (100% of a turn) Is a spell Description: Fires a Magic Missile that does 99 arcane damage and inflicts Spellshocked for 5 turns. 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 ability. |
Angolwen Academy Training Token0.1 tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
grounding steel amulet of the eclipse0.1 T2 amulet jewelry [Ego+] Arcane/Nature While equipped: dps ---------- Melee+ 6 light 7 darkness Dmg.mod +5% light +6% darkness On Melee Ret: * 6% chance to inflict 15% damage reduction * 7% chance to blind ----- def ----- Resists +11% lightning Disease- +15% Stun/Frz- +25% Amulets can have magical properties. It was changed by the digestive sack. |
savior's gold amulet of teleportation0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: ----- def ----- Phys.save +15 (+7 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Disease- +15% Teleport- +50% Teleport you randomly (rad 30) Puts all charms on 14 cooldown Amulets can have magical properties. It was changed by the digestive sack. |
steel ring 'Cystbutcher'0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +6% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +6 Resists +6% lightning Poison- +10% Def/telep +15 Res/telep +15% Dur/telep +15% Rings can have magical properties. |
Surefire4.0 T1 longbow 2H weapon Reqs Dex 18 Shoot [Unique] Master Acc+ +0.2% crit / acc Atk.spd 133% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) Steady Shot: Level 2.0 Pwr.cost 8 out of 8/8. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 151% damage with a 24% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). 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. |
rejuvenating hardened leather armour of fire resistance (3 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +3 (+3 eff.) Fatigue +8% Resists +19% fire HP.reg +3.20 ---------- misc Stam/turn +1.10 A suit of armour made of leather. |
Belenarisin the Splendourzephyr (4 def, 9 armour)17.0 T2 massive armor [Rare] Nature While equipped: Stats +1 Str +2 Con dps ---------- Dmg.mod +6% mind Res.pen +10% mind Melee Ret 4 light ----- def ----- Armour +9 Defense +4 (+4 eff.) Fatigue +22% Resists +5% acid +6% physical +5% lightning +6% fire +6% mind +6% cold Disarm- +22% Stun/Frz- +22% Knockbk- +21% ---------- misc Light +3 Cooldown Rush -5 A suit of armour made of metal plates. |
spiked steel plate armour of cold resistance (4 def, 9 armour)17.0 T2 massive armor [Ego] Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +9 Defense +4 (+4 eff.) Fatigue +22% Resists +18% cold A suit of armour made of metal plates. |
cashmere cloak 'Balancepierce' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +6% nature On Hit (Melee): * Slows global speed by 30% * 20 arcane resource burn ----- def ----- Defense +2 (+2 eff.) Resists +12% light +15% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Fire Breath: Level 2.0 Pwr.cost 22 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 188.05 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 T1 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T3 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Metal gloves protecting the hands up to the middle of the lower arm. |
iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Flashsnake (6 def, 10 armour)3.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +12% light On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +10 Defense +6 (+6 eff.) Fatigue +4% Resists +12% lightning +4% all Phys.save +8 (+4 eff.) ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 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. |
3 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. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
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. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 71 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 178 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. |
Glorera [power 2] (9 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% blight Spell.save +12 (+6 eff.) ---------- misc Wards +3 acid +2 nature +3 light Talents +1 Invoke Tentacle +3 Rushing Claws +1 Ward Cooldown Invoke Tentacle +5 Rushing Claws -1 Remove up to 2 poisons or diseases from a target within range 7 (based on Willpower) Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Ahndriin the Ogre Writhing One level 20
75th Dusk 122nd year of Ascendancy at 23:24 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Ahndriin the Ogre Writhing One level 10
1st Flare 122nd year of Ascendancy at 02:28 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Ahndriin the Ogre Writhing One level 20
75th Dusk 122nd year of Ascendancy at 06:56 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Ahndriin the Ogre Writhing One level 19
61st Dusk 122nd year of Ascendancy at 02:13 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Ahndriin the Ogre Writhing One level 7
3rd Mirth 122nd year of Ascendancy at 01:03 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Ahndriin the Ogre Writhing One level 9
8th Mirth 122nd year of Ascendancy at 19:51 see stats
They Came From Outer Space! (Nightmare (Adventure) difficulty)
Discovered the true origin of dwarves and drems.By Ahndriin the Ogre Writhing One level 21
76th Dusk 122nd year of Ascendancy at 21:31 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Ahndriin the Ogre Writhing One level 19
60th Dusk 122nd year of Ascendancy at 21:55 see stats
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 11 turns (stop reason: something interesting).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 4 turns (stop reason: something interesting).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 5 turns (stop reason: something interesting).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 7 turns (stop reason: at exit).
You gain 0.93 gold from the transmogrification of grounding hardened leather belt of resilience.
You gain 4.75 gold from the transmogrification of enlightening stralite mail armour (4 def, 8 armour).
You gain 3.63 gold from the transmogrification of volcanic hardened leather armour (3 def, 14 armour).
You gain 1.70 gold from the transmogrification of shimmering silk robe (3 def, 0 armour).
You gain 2.25 gold from the transmogrification of deflecting dwarven-steel shield of cold resistance (+20%) (15 def, 2 armour, 84.5 block).
You gain 2.24 gold from the transmogrification of psychokinetic quiver of yew arrows of accuracy (22/22, 141% power, 10 apr).
You gain 3.95 gold from the transmogrification of resonating pulsing mindstar (108% power, 32 apr, mind damage).
You gain 3.35 gold from the transmogrification of dreamer's pulsing mindstar (108% power, 32 apr, mind damage).
You gain 3.84 gold from the transmogrification of creative pulsing mindstar of the jelly (107% power, 32 apr, mind damage).
You gain 3.77 gold from the transmogrification of blooming pulsing mindstar of resolve (108% power, 32 apr, nature damage).
You gain 1.73 gold from the transmogrification of arcing dwarven-steel longsword of massacre (138% power, 4 apr).
You gain 1.57 gold from the transmogrification of shielding rune (absorb 193 for 4 turns).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Ahndriin deactivates Chaos Orbs.




























































































