












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. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.7.4Donators/Buyers bonus! Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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:
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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Ignore Race/Class Locks 1.7.0Better 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 Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Reaver |
| Level / Exp | 25 / 5% |
| Size | medium |
| Lifes / Deaths | Killed by Glorumirin the Guard at level 20 on the 6th Decay 122nd year of Ascendancy at 16:34 2 / 4Killed by Glorumirin the Guard at level 20 on the 6th Decay 122nd year of Ascendancy at 18:04 Killed by Urkis, the High Tempest at level 24 on the 5th Dusk 123rd year of Ascendancy at 07:20 Killed by Urkis, the High Tempest at level 24 on the 5th Dusk 123rd year of Ascendancy at 11:52 |
Primary Stats
| Strength | 32 (base 14) |
| Dexterity | 39 (base 29) |
| Constitution | 23 (base 14) |
| Magic | 77 (base 55) |
| Willpower | 33 (base 10) |
| Cunning | 25 (base 22) |
Resources
| Life | 674/674 |
| Mana | 359/359 |
| Vim | 105/105 |
| Healing Factor | 1.1099022211821 |
| Regeneration | 0.27747555529552 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 106 |
| Accuracy | 55 |
| Crit Chance | 26% |
| APR | 21 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 75 |
| Accuracy | 55 |
| Crit Chance | 26% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 60 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +8% |
| Blight | +41% |
| Arcane | +13% |
| Cold | +7% |
| All | 0% |
| Darkness | +6% |
| Light | +11% |
| Fire | +7% |
| Physical | +11% |
Offense: Damage Penetration
| Mind | +10% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 31.440667036536 (38.594633868923%) |
| Defense | 43 |
| Ranged Defense | 43 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 31 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 41%( 70%) |
| Blight | + 32%( 70%) |
| Physical | + 30%( 70%) |
| Cold | + 24%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 18%( 70%) |
| Light | + 18%( 70%) |
| Fire | + 23%( 70%) |
| Mind | + 25%( 70%) |
Defense: Immunities
| Bleed Resistance | 100% |
| Confusion Resistance | 35% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 234 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 88 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 Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 91.80 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. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Corruption / Reaving combat | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Rot | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Vim | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Overkill |
| talent | Infestation |
| talent | Ruin |
| talent | Defensive Posture |
| talent | Bone Shield |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
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 failed to protect the injured seer from death by Polyrebeth the midge swarm. Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by carrion worm mass. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You failed to protect the lost warrior from death by skelytony. Escort: lost warrior (level 1 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed chunk of ghoul flesh. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed sandworm tooth. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol 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.' * You've found the needed honey tree root. * You've found the needed bloated horror heart. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
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 within2 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | dreamer's pair of hardened leather boots of phasing (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +6 Wil +3 Cun ----- def ----- Armour +3 Phys.save +8 (+4 eff.) Spell.save +5 (+3 eff.) Mind.save +7 (+3 eff.) Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +44.00 ---------- 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 | rough leather cap of blood magic (0 def, 1 armour)2.0 T1 head armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +1% Dmg.mod +6% blight +7% arcane ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
| On hands | Lelisin the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +10% Crit.mult +15.00% Spell.pwr +11 (+3 eff.) Res.pen +10% mind Phasing +30% ----- def ----- Armour +2 ---------- misc Mana/turn +0.18 Max.vim +20.00 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 | Blindarc [power 110] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% light On Hit (Melee): * 20% chance to reduce damage dealt by 17% Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gladiator's copper ring of pilfering0.1 T1 ring jewelry [Ego++] Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +7 (+2 eff.) Acc +8 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+2 eff.) 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 4 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 143% 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! |
| On fingers | Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+6 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| Around neck | Fogwasp0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +3 Wil +3 Con dps ---------- Dmg.mod +6% arcane +6% darkness Res.pen +10% darkness ----- def ----- Resists +14% mind Confus- +25% Amulets make your neck look great! |
| In main hand | magewarrior's short yew vilestaff of greater warding (20-24 power, 4 apr, blight element)5.0 T3 staff 1H weapon [Ego++] Arcane/Master Power 20.0 - 24.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +5% Phys.pwr +6 (+1 eff.) Spell.pwr +14 (+4 eff.) Dmg.mod +20% blight Acc +7 (+2 eff.) ----- def ----- Armour +9 Defense +7 (+2 eff.) ---------- misc Wards +3 blight Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Rhemadil1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Acc +5 (+2 eff.) Apr +2 ----- def ----- Resists +3% cold +2% physical Die.at -20.00 life Max.HP +31.00 A belt that goes around your waist. |
| In off hand | magewarrior's short ash vilestaff of wizardry (15-18 power, 3 apr, blight element)5.0 T2 staff 1H weapon [Ego++] Arcane/Master Power 15.0 - 18.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Phys.crit +7.0% Spell.crit +4% Phys.pwr +5 (+1 eff.) Spell.pwr +16 (+4 eff.) Dmg.mod +15% blight Acc +6 (+2 eff.) ---------- misc Max.mana +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | sunsealed woollen robe of alchemy (4 def, 4 armour)2.0 T2 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +8% acid +6% physical +8% light +7% cold +7% fire ----- def ----- Armour +4 Defense +4 (+1 eff.) Resists +10% acid +13% physical +6% light +6% darkness +10% cold +11% fire +9% all Max.HP +38.00 ---------- misc Light +1 Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Adiwyn the Torcharc0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +7 Lck dps ---------- Dmg.mod +3% temporal Acc +8 (+3 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +7 (+2 eff.) Resists +14% lightning +15% fire +15% light +12% darkness Unseen.red 14% Blind- +24% Stun/Frz- +24% Amulets make your neck look great! |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+8 eff.) Spell.save +15 (+8 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
grounding copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% lightning Stun/Frz- +23% Amulets make your neck look great! |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Rings make your fingers look great! |
Dagger of the Past (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 100% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+3 eff.) Spell.save +10 (+5 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Adaleba the iron longsword (12-17 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 12.0 - 16.8 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Cun +1 Wil dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Crit.chn- 5.00% Disarm- +21% ---------- misc Light +3 Sharp, long, and deadly. |
Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 160% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.9 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 202.26 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (405). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Mighty Girdle1.0 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. |
Murkraptor the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- Dmg.mod +9% lightning +3% darkness Res.pen +15% lightning Melee Ret 2 darkness On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of sorcery (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +5% ----- def ----- Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of protection (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil ----- def ----- Defense +2 (+0 eff.) Spell.save +13 (+7 eff.) Mind.save +7 (+3 eff.) ---------- misc Max.mana +50.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane While equipped: Stats +1 Mag +2 Wil ----- def ----- Defense +2 (+0 eff.) Resists +15% darkness +10% temporal Spell.save +7 (+4 eff.) Def/telep +14 Res/telep +11% Dur/telep +12% ---------- misc Max.mana +55.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
verdant cashmere robe of lightning (+19%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +7 Con dps ---------- Dmg.mod +8% nature +13% lightning ----- def ----- Resists +19% lightning +11% all Poison- +31% Disease- +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Furnacejeer (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +3 Dex +3 Mag dps ---------- Phys.crit +10.0% Spell.crit +12% Mind.crit +9% Crit.mult +7.00% Dmg.mod +3% blight Res.pen +5% fire ----- def ----- Armour +2 Fatigue +3% Resists +6% blight Crit.chn- 10.00% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Voritta the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str +1 Mag +4 Wil +1 Con dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Armour +1 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. |
heroic hardened leather gloves of magic (+3) (0 def, 5 armour)1.0 T2 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Mag dps ---------- Dmg.mod +7% arcane ----- def ----- Armour +5 Mind.save +8 (+4 eff.) Max.HP +51.00 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. |
Tuludobar (10 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Dex dps ---------- Crit.mult +20.00% Phys.pwr +15 (+3 eff.) ----- def ----- Armour +4 Defense +10 (+3 eff.) Fatigue +4% Resists +15% darkness Phys.save +6 (+3 eff.) Die.at -40.00 life ---------- misc Infravis +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
warlord's iron helm of trickery (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +4 Str +2 Dex +4 Wil +3 Cun dps ---------- Phys.pwr +7 (+2 eff.) Apr +4 ----- def ----- Armour +3 Fatigue +5% Resists +6% physical Phys.save +7 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
2 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. |
87 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 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 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 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
Morningswift the dwarven-steel pickaxe (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Wil +1 Con dps ---------- Dmg.mod +6% lightning ----- def ----- Resists +15% light Max.HP +23.00 ---------- misc Max.stam +21.00 See.Invis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Zugafang the iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex +3 Con dps ---------- Mind.pwr +20 (+10 eff.) Res.pen +5% mind ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Infravis +1 See.Invis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
2 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. |
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 240/400 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. |
10 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. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 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. |
2 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. |
2 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 skelytony the Skeleton Reaver level 10
5th Dusk 122nd year of Ascendancy at 16:23 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By skelytony the Skeleton Reaver level 16
77th Dusk 122nd year of Ascendancy at 19:21 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By skelytony the Skeleton Reaver level 25
5th Dusk 123rd year of Ascendancy at 21:04 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By skelytony the Skeleton Reaver level 10
5th Dusk 122nd year of Ascendancy at 16:23 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By skelytony the Skeleton Reaver level 20
6th Decay 122nd year of Ascendancy at 09:37 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By skelytony the Skeleton Reaver level 18
9th Haze 122nd year of Ascendancy at 11:28 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By skelytony the Skeleton Reaver level 6
5th Mirth 122nd year of Ascendancy at 06:33 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By skelytony the Skeleton Reaver level 21
10th Pyre 123rd year of Ascendancy at 21:25 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By skelytony the Skeleton Reaver level 9
5th Flare 122nd year of Ascendancy at 16:23 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By skelytony the Skeleton Reaver level 20
7th Decay 122nd year of Ascendancy at 05:35 see stats
Log
You gain 0.66 gold from the transmogrification of healing infusion (heal 54; cd 13).
There is a next level here (press '' or right click to use).
Skelytony deactivates Infestation.
Skelytony activates Infestation.
Skelytony deactivates Defensive Posture.
Skelytony activates Defensive Posture.
Skelytony deactivates Ruin.
Skelytony activates Ruin.
Skelytony deactivates Overkill.
Skelytony activates Overkill.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Bone Shield
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Space around you starts to dissolve...
Your summoned carrion worm mass disappears.
Your summoned carrion worm mass disappears.
Your summoned carrion worm mass disappears.
Your summoned carrion worm mass disappears.
Resting starts...
You are yanked out of this place!
Rested for 35 turns (stop reason: saving).
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.






































































































