










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. 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:
Items Vault 1.5.0Donators/Buyers bonus! Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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 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:
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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Ogre |
| Class | Writhing One |
| Level / Exp | 17 / 15% |
| Size | big |
| Lifes / Deaths | Killed by Yvassra the gloomy giant venus flytrap at level 16 on the 77th Dusk 122nd year of Ascendancy at 14:35 2 / 3Killed by shadow at level 16 on the 78th Dusk 122nd year of Ascendancy at 13:16 Killed by Xeruvea the deformed honey tree at level 17 on the 78th Dusk 122nd year of Ascendancy at 19:11 |
Primary Stats
| Strength | 56 (base 43) |
| Dexterity | 12 (base 10) |
| Constitution | 22 (base 13) |
| Magic | 47 (base 34) |
| Willpower | 15 (base 10) |
| Cunning | 24 (base 10) |
Resources
| Life | 599/599 |
| Insanity | 100/100 |
| Healing Factor | 1.5837499999999 |
| Regeneration | 3.4050624999998 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -59.13001655783% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 34.913931828235 |
| See Invisible | 30.913931828235 |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 34 |
| Crit Chance | 10% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +24% |
| Darkness | +13% |
| Physical | +3% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 23.413408721348 (66.666666666667%) |
| Defense | 14 |
| Ranged Defense | 17 |
| Fatigue | 19 |
| Physical Save | 26 |
| Spell Save | 23 |
| Mental Save | 24 |
Defense: Resistances
| Nature | + 20%( 70%) |
| Lightning | + 3%( 70%) |
| Darkness | + 6%( 70%) |
| Cold | + 20%( 70%) |
| Blight | + 20%( 70%) |
| Acid | + 18%( 70%) |
| Mind | + 18%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 35% |
| Pinning Resistance | 20% |
| Knockback Resistance | 21% |
| Disarm Resistance | 26% |
| Instadeath Resistance | 100% |
| Blind Resistance | 36% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 441% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 194 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Disfigured face | 1.41 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed skeleton mage skull. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed chunk of ghoul flesh. | 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 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 |
Equipment
| On feet | Ebonykiller (0 def, 5 armour)3.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Res.pen +5% darkness ----- def ----- Armour +5 Fatigue +2% Resists +12% mind +3% lightning Die.at -40.00 life Blind- +10% Disarm- +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Runinaridas2.0 T1 lite [Rare] Master While equipped: Stats +1 Dex +4 Wil +3 Con dps ---------- On Hit (Melee): * 20% chance to disease ---------- misc Light +4 Infravis +1 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 | Hanoran the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Dex +3 Mag +5 Cun ----- def ----- Armour +3 Fatigue +1% ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | 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 (cooling down: 3 turns) 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. |
| On fingers | steel ring 'Camedan'0.1 T2 ring jewelry [Random Unique] Arcane While equipped: Stats +7 Cun +6 Mag dps ---------- Spell.pwr +13 (+4 eff.) Dmg.mod +3% physical ----- def ----- Defense +3 (+3 eff.) Rng.Def +3 (+3 eff.) HP.reg +0.80 Blind- +26% ---------- misc Infravis +3 See.Stealth +9 See.Invis +5 Rings can have magical properties. |
| On fingers | titan's copper ring of tenacity0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Max.HP +22.00 Disarm- +21% Pinning- +20% Knockbk- +21% Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | steel longsword 'Ulfugarath' (105% power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Arcane Power 106% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 light Against +8% Undead On Hit.r1 +12 physical While equipped: Stats +4 Str dps ---------- Phys.pwr +2 (+1 eff.) Sharp, long, and deadly. |
| On hands | Xanurima (0 def, 1 armour)1.0 T1 hands armor [Rare] Arcane While equipped: Stats +1 Str +2 Mag +2 Con dps ---------- Melee+ 6 darkness Dmg.mod +4% darkness +15% blight ----- def ----- Armour +1 Resists +6% darkness ---------- misc Light +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Issetir the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +2 (+1 eff.) Acc +8 (+4 eff.) ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +16% Resists +6% mind +18% acid Mind.save +14 (+7 eff.) Max.HP +47.00 HP.reg +1.10 Heal.mod +19% ---------- misc Max.stam +10.00 A suit of armour made of mail. |
| Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet of mastery (0.11 Demented / Disfigured face)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Demented/Disfigured face Amulets can have magical properties. |
Inventory
regeneration infusion of the titan (heal 146 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 146 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 10%; cure physical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 10% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 11%; cure mental)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 11% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Layemiwen the steel ring0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +6 (+3 eff.) Dmg.mod +3% blight ----- def ----- Blind- +21% ---------- misc Infravis +3 See.Stealth +9 See.Invis +5 Telepathy Demon/Minor Demon/Major Rings can have magical properties. |
copper ring 'Blazeidol'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature +15% lightning Res.pen +10% lightning ----- def ----- Resists +22% nature +5% arcane Spell.save +12 (+6 eff.) Rings can have magical properties. |
marksman's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- Max.HP +22.00 Disarm- +22% Pinning- +20% Knockbk- +20% Rings can have magical properties. |
psionicist's steel ring of lightning (+22%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Mind.save +4 (+2 eff.) Rings can have magical properties. |
Smoldergrinder (125% power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Arcane/Nature Power 125% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 lightning +13 temporal +9 nature +14 insidious poison On Hit: * 25% chance for lightning to arc to a second target While equipped: dps ---------- Dmg.mod +3% fire ----- def ----- Resists +3% temporal +6% fire Massive two-handed battleaxes. |
elm longbow of power4.0 T1 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +6 While equipped: dps ---------- Dmg.mod +14% physical Res.pen +12% physical Longbows are used to shoot arrows at your foes. |
gifted mossy mindstar (77% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 77% Range: 1.1x Uses 30% Wil, 10% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +4 (+2 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted mossy mindstar of balance (75% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 75% Range: 1.1x Uses 30% Wil, 10% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +5 (+2 eff.) ----- def ----- Phys.save +3 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.80 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's mossy mindstar of life (75% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 75% Range: 1.1x Uses 30% Wil, 10% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +3% nature ----- def ----- Resists +3% blight Max.HP +12.00 HP.reg +0.60 Disease- +10% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
rough leather sling of fire4.0 T1 sling 1H weapon Reqs Shoot [Ego] Arcane Acc+ +0.1% dam / acc Atk.spd 125% Range +6 Ranged+ +6 fire While equipped: dps ---------- Dmg.mod +9% fire Slings are used to hurl stones or metal shots at your foes. |
Xerayamira (100% power, 2 apr, arcane element)5.0 T1 staff 2H weapon [Rare] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +4 Str +1 Dex +4 Wil dps ---------- Phys.crit +6.0% Spell.crit +1% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% arcane ----- def ----- Fatigue -2% Resists +5% arcane ---------- misc Infravis +1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen elm magestaff (100% power, 2 apr, fire element)5.0 T1 staff 2H weapon [Ego] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +2 Hardiness +3% Phys.save +3 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron waraxe of crippling (104% power, 2 apr)3.0 T1 waraxe 1H weapon [Ego+] Master Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +5.0% One-handed war axes. |
rough leather belt of resilience1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Max.HP +30.00 A belt that goes around your waist. |
thick linen cloak of the Shaloren (1 def, 6 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +1 Wil ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ebonypall the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature +15% darkness Res.pen +5% nature ----- def ----- Armour +3 Fatigue +2% Resists +6% nature +9% darkness HP.reg +1.90 Heal.mod +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of iron boots of uncanny dodging (3 def, 8 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+3 eff.) Rng.Def +3 (+3 eff.) Fatigue +2% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Borotomnir the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.crit +3.0% Acc +14 (+6 eff.) Apr +1 ----- def ----- Armour +1 Resists +3% cold Max.HP +30.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Call Lightning: Level 1.0 Pwr.cost 18 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 23.01 to 69.04 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Zubina the rough leather cap (6 def, 7 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +8 (+3 eff.) Apr +5 ----- def ----- Armour +7 Defense +6 (+6 eff.) Rng.Def +6 (+4 eff.) Fatigue +1% Phys.save +30 (+14 eff.) ---------- misc Infravis +2 A cap made of leather. |
iron helm 'Lightwrest' (0 def, 3 armour)3.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +4 (+2 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Resists +3% cold +9% light +3% darkness ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
cleansing rough leather armour of resilience (1 def, 2 armour)9.0 T1 light armor [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +10% nature +11% blight Max.HP +20.00 A suit of armour made of leather. |
Nerewen the Jetmoon (3 def, 9 armour)17.0 T1 massive armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +9 Defense +3 (+3 eff.) Fatigue +20% Resists +7% acid +6% cold +20% darkness +5% arcane ---------- misc Breathe water A suit of armour made of metal plates. |
9 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. |
276 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. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Gludarin the iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Cun +5 Con ---------- misc Infravis +1 See.Invis +9 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 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. |
brass lantern 'Duathelbreak'2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Dex +2 Con dps ---------- Dmg.mod +9% darkness Res.pen +10% darkness ----- def ----- Resists +3% darkness Mind.save +6 (+3 eff.) ---------- misc Light +5 See.Stealth +7 See.Invis +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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 18 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 27 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
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. |
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. |
8 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. |
5 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. |
4 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 (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Tentacular the Ogre Writhing One level 10
23rd Dusk 122nd year of Ascendancy at 14:43 see stats
Fast Curse Dispel (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Tentacular the Ogre Writhing One level 10
23rd Dusk 122nd year of Ascendancy at 14:43 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Tentacular the Ogre Writhing One level 10
23rd Dusk 122nd year of Ascendancy at 14:42 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Tentacular the Ogre Writhing One level 9
9th Dusk 122nd year of Ascendancy at 07:58 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Tentacular the Ogre Writhing One level 15
68th Dusk 122nd year of Ascendancy at 16:33 see stats
Log
Xeruvea the deformed honey tree speeds up.
Xeruvea the deformed honey tree is free from the weakness disease.
Rotting Disease from Worm that walks (servant of Tentacular) hits Xeruvea the deformed honey tree for (2 to psi shield), 4 blight (4 total damage).
Xeruvea the deformed honey tree's Beyond the Flesh hits Tentacular for 14 physical, 3 nature, 4 nature, 4 cold, 9 physical, 6 lightning (39 total damage).
Tentacular fails to use Carrion Feet.
Emelybeth the gloomy giant venus flytrap's Psyshot hits Tentacular for 23 mind, 4 temporal, 2 nature (30 total damage).
Emelybeth the gloomy giant venus flytrap hits Tentacular for 1 nature damage.
Tentacular feels pain again.
Tentacular stops burning.
Talent Lash Out is ready to use.
Insidious Poison from Xeruvea the deformed honey tree hits Tentacular for 3 nature damage.
Bleeding from Xeruvea the deformed honey tree hits Tentacular for 6 physical damage.
Xeruvea the deformed honey tree uses Telekinetic Smash.
Xeruvea the deformed honey tree hits Tentacular for 115 physical damage.
Tentacular the level 17 ogre writhing one was chopped into tiny pieces to death by Xeruvea the deformed honey tree on level 3 of Heart of the Gloom.
You have 2 life(s) left.
Tentacular is no longer poisoned.
Tentacular calms down.
Tentacular deactivates Chaos Orbs.
Tentacular is suffering less.
Tentacular stops bleeding.
Tentacular is free from the mind drone.
Tentacular is no longer pinned.
Tentacular speeds up.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Xeruvea the deformed honey tree killed Tentacular!
Saving done.
























































































