










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog 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 ZOmnibus Addon Pack 1.7.4Combines 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Adventurer |
Level / Exp | 21 / 4% |
Size | medium |
Lifes / Deaths | Killed by Emumitta the master vampire at level 21 on the 12nd Regrowth 123rd year of Ascendancy at 10:48 / 1 |
Primary Stats
Strength | 16 (base 12) |
Dexterity | 14 (base 12) |
Constitution | 16 (base 12) |
Magic | 53 (base 50) |
Willpower | 12 (base 12) |
Cunning | 41 (base 37) |
Resources
Mana | 162/230 |
Negative | 8/110 |
Life | -607/246 |
Paradox | 310 |
Soul | 4/16 |
Healing Factor | 1.0545771506545 |
Regeneration | 6.5911071915907 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Offense: Mainhand
Damage | 24 |
Accuracy | 8 |
Crit Chance | 18% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 44 |
Crit Chance | 39% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Physical | +4% |
Darkness | +65% |
Light | +18% |
Temporal | +11% |
Nature | +6% |
Arcane | +9% |
Lightning | +11% |
All | 0% |
Offense: Damage Penetration
Darkness | +35% |
Mind | +10% |
Temporal | +5% |
Defense: Base
Armour (hardiness) | 10 (35.65183292883%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 29 |
Mental Save | 25 |
Defense: Resistances
Arcane | + 27%( 70%) |
Mind | + 24%( 70%) |
All | + 19%( 70%) |
Lightning | + 37%( 70%) |
Light | + 42%( 70%) |
Temporal | + 29%( 70%) |
Darkness | + 35%( 70%) |
Cold | + 26%( 70%) |
Fire | + 26%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Instadeath Resistance | 100% |
Confusion Resistance | 23% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 17 up to 3 times. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 77 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 15 Travel Speed: 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 12%, your defense is increased by 12 and all your resistances by 12%. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 134.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 38 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Class Talents
Spell / Animus | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Nightfall | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Age of dusk | 1.00 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Corruption / Doom covenant | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Undead drake | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Chronomancy / Spacetime Weaving | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Hymns | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Necrosis | 1.00 |
| 5/5 |
| 2/5 |
| 5/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Misdirection (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | 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 have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 AlchemistsStire of Derth has completed an elixir of the fox without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed chunk of ghoul flesh. * You've found the needed black mamba head. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' * You've found the needed warg claw. | 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 | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% darkness Melee Ret 4 darkness On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Armour +1 Fatigue -4% Phys.save +7 (+3 eff.) ---------- misc Max.enc +24 Psi/ret +0.08 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% arcane Melee Ret 12 fire On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% fire +5% arcane +6% cold Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) Melee Ret 4 acid ----- def ----- Defense +1 (+0 eff.) Resists +15% light ---------- misc Mana/turn +0.11 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% darkness Res.pen +25% darkness Melee Ret 6 darkness ----- def ----- Armour +2 Resists +6% temporal HP.reg +6.00 ---------- misc Stam/turn +0.80 Max.stam +16.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% temporal +6% nature +12% darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +11% nature +3% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Confus- +23% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning +3% light On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Resists +22% lightning +6% temporal +5% arcane +3% light ---------- misc Light +1 Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +1 Mag dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +5% darkness +5% temporal +4% light +4% physical ---------- misc Masteries +0.11 Psionic/Mentalism +0.11 Wild-gift/Mindstar mastery Amulets make your neck look great! |
In main hand | ![]() 1.0 T3 staff 1H weapon [Random Unique] Arcane/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Dex +1 Con dps ---------- Phys.crit +5.0% Spell.crit +11% Spell.pwr +9 (+3 eff.) S.pwr/crit +3 Dmg.mod +20% darkness Res.pen +5% temporal ---------- misc Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +3 Str dps ---------- Spell.pwr +3 (+1 eff.) Res.pen +10% mind ----- def ----- Resists +6% mind Mind.save +6 (+3 eff.) Die.at -60.00 life A belt that goes around your waist. |
In off hand | ![]() 7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Cun +2 Mag dps ---------- Dmg.mod +11% light +10% darkness ----- def ----- Armour +4 Fatigue +8% Resists +11% light +11% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce armor by 33% * 20% chance to reduce damage dealt by 13% ----- def ----- Defense +7 (+3 eff.) Resists +9% darkness +3% cold Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T1 cloth armor [Ego] Arcane/Master While equipped: dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) ----- def ----- Armour +3 Defense +2 (+1 eff.) Resists +7% all Phys.save +16 (+7 eff.) Spell.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 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. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 120.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 114 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 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 Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 171 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 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... |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Str +5 Wil dps ---------- Dmg.mod +12% mind ----- def ----- Spell.save +6 (+3 eff.) Mind.save +9 (+4 eff.) ---------- misc Equi/ret +0.08 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Fatigue -6% Resists +24% nature ---------- misc Max.enc +22 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Mag +3 Wil +3 Cun +2 Con dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +9% blight Res.pen +20% blight ----- def ----- Spell.save +12 (+6 eff.) Mind.save +6 (+3 eff.) ---------- misc Max.stam +14.00 Rings make your fingers look great! |
![]() 3.0 T1 waraxe 1H weapon [Rare] Nature Power 102% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +3.5% Atk.spd 100% Melee+ +7 nature While equipped: Stats +2 Dex +1 Cun +2 Con dps ---------- Res.pen +20% fire ---------- misc Max.stam +20.00 One-handed war axes. |
![]() 1.0 T1 dagger 1H weapon [Rare] Nature Power 101% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit.r2 +16 lightning On Hit: * 10% chance to reduce damage dealt by 13% While equipped: Stats +6 Con +5 Wil ----- def ----- Resists +3% darkness Phys.save +6 (+3 eff.) Max.HP +16.00 Heal.mod +10% Sharp, short and deadly. |
![]() 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 (+5 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. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: dps ---------- Res.pen +10% lightning ----- def ----- Defense +1 (+0 eff.) Resists +5% arcane Spell.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Poison- +10% Disarm- +10% Confus- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Dex +1 Wil +2 Cun dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +1 (+0 eff.) Resists +5% arcane +6% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% acid ----- def ----- Defense +2 (+1 eff.) Resists +12% blight +10% nature +6% lightning HP.reg +5.00 Heal.mod +10% Blind- +20% Silence- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +1 Silence- +22% Confus- +21% Stun/Frz- +21% A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Str +1 Dex +2 Cun +2 Con dps ---------- Dmg.mod +3% nature ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal ---------- misc Infravis +3 See.Invis +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Ego+] Arcane/Master While equipped: Stats +4 Dex +2 Mag +2 Wil dps ---------- Melee+ 4 acid 3 fire 3 cold 4 lightning Acc +15 (+13 eff.) ----- def ----- Armour +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Res.pen +5% physical Apr +5 Melee Ret 4 physical ----- def ----- Armour +1 Fatigue +1% Resists +3% fire +7% cold ---------- misc Breathe water A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str dps ---------- Res.pen +15% darkness ----- def ----- Armour +3 Fatigue +3% Resists +9% acid +12% darkness +5% arcane +3% lightning A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Wil +4 Con dps ---------- Phys.pwr +15 (+9 eff.) Res.pen +20% lightning ----- def ----- Armour +12 Fatigue +5% Resists +11% physical Phys.save +24 (+10 eff.) ---------- misc Infravis +2 A cap made of leather. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 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. |
![]() 2.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 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. |
![]() 2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 31 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Melee Ret 2 darkness ----- def ----- Armour +4 Defense +5 (+2 eff.) Heal.mod +10% Disease- +20% Silence- +10% Def/telep +5 Res/telep +5% Dur/telep +5% Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% acid Res.pen +5% mind Melee Ret 4 acid ----- def ----- Resists +9% acid +6% light Create a shield absorbing up to 272 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 59 lightning damage and will be dazed for 1 turn (295 total damage) Puts all charms on 15 cooldown 100% to reduce fatigue by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Isoigen the Cornac Adventurer level 8
1st Summertide 122nd year of Ascendancy at 06:52 see stats
By Isoigen the Cornac Adventurer level 10
18th Dusk 122nd year of Ascendancy at 07:50 see stats
By Isoigen the Cornac Adventurer level 20
4th Regrowth 123rd year of Ascendancy at 22:05 see stats
By Isoigen the Cornac Adventurer level 19
10th Allure 123rd year of Ascendancy at 17:13 see stats
By Isoigen the Cornac Adventurer level 9
17th Dusk 122nd year of Ascendancy at 06:34 see stats
By Isoigen the Cornac Adventurer level 7
2nd Mirth 122nd year of Ascendancy at 18:56 see stats
By Isoigen the Cornac Adventurer level 7
1st Mirth 122nd year of Ascendancy at 13:39 see stats
By Isoigen the Cornac Adventurer level 16
2nd Wintertide 123rd year of Ascendancy at 13:58 see stats
Log
Isoigen has finished recovering.
Isoigen is no longer out of phase.
Isoigen's spell attains critical power!
Isoigen's spell attains critical power!
Isoigen HEALS from blight damage!
Hymn of Shadows hits Emumitta the master vampire for 12 darkness damage.
Spikes of Decrepitude hits Emumitta the master vampire for 2 cold, 12 darkness (14 total damage).
Raze hits Emumitta the master vampire for 10 darkness, 10 darkness, 7 darkness (27 total damage).
Rotting Disease from Emumitta the master vampire hits Isoigen for 18 blight, 7 healing (18 total damage) [7 healing].
Lava floor heals Emumitta the master vampire!
Emumitta the master vampire performs a diseased attack against Isoigen.
Isoigen HEALS from acid damage!
Melee retaliation hits Emumitta the master vampire for 2 acid, 17 darkness, 6 fire (25 total damage).
Raze hits Emumitta the master vampire for 7 darkness, 7 darkness, 7 darkness (21 total damage).
Emumitta the master vampire hits Isoigen for 84 acid, 22 healing (84 total damage) [22 healing].
Emumitta the master vampire receives 117 healing.
Lava floor burns Isoigen!
Isoigen HEALS from fire damage!
Emumitta the master vampire hits Isoigen for 68 fire, 17 healing (68 total damage) [17 healing].
Isoigen misses Emumitta the master vampire.
Lava floor heals Emumitta the master vampire!
Emumitta the master vampire deactivates Fearscape.
Isoigen's spell attains critical power!
Melee retaliation hits Emumitta the master vampire for 2 acid, (17 ignored), 0 darkness, 6 fire (8 total damage).
Raze hits Emumitta the master vampire for 7 darkness, 7 darkness, (10 ignored), 0 darkness (14 total damage).
Emumitta the master vampire hits Isoigen for 117 acid damage.
Emumitta the master vampire receives 117 healing.
Isoigen the level 21 cornac adventurer was corroded to death by Emumitta the master vampire on level 1 of Fearscape.
You are brought back from the Fearscape!