












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Combat Turn Separators 1.7.6Combat Turn Separators (non-intrusive)This addon provides a compact, non-intrusive display of combat turn information in the game log. It helps you follow fights by showing turn counts and recent turn activity. The display is intentionally lightweight and lives in the log area so it complements existing UI and other addons.
Notes
Contributions, bug reports, and improvements are welcome at https://github.com/cmtjk/tome-combat-turn-separators. Version history
Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. 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:
Bugnibus Bugfix Pack 1.7.0Combines several separate bugfix addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
Frequently Asked Questions: Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Female |
| Race | Drem |
| Class | Writhing One |
| Level / Exp | 20 / 47% |
| Size | medium |
| Lifes / Deaths | Killed by Gunsnake at level 12 on the 14th Wealth 122nd year of Ascendancy at 05:49 0 / 6Killed by elven tempest at level 13 on the 17th Wealth 122nd year of Ascendancy at 09:49 Killed by Xanima the large brown snake at level 15 on the 25th Dearth 122nd year of Ascendancy at 02:14 Killed by worm that walks (servant of Jaari) at level 16 on the 27th Dearth 122nd year of Ascendancy at 00:04 Killed by Mad Archdruid at level 20 on the 12nd Shortage 122nd year of Ascendancy at 18:19 Killed by zombie bunny at level 20 on the 12nd Shortage 122nd year of Ascendancy at 19:21 |
Primary Stats
| Strength | 16 (base 13) |
| Dexterity | 20 (base 15) |
| Constitution | 14 (base 13) |
| Magic | 54 (base 48) |
| Willpower | 12 (base 10) |
| Cunning | 33 (base 30) |
Resources
| Life | -6/592 |
| Mana | 224/224 |
| Insanity | 96/100 |
| Healing Factor | 1.0372895330003 |
| Regeneration | 2.3339014492507 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +32.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 41.355337427401 |
| See Invisible | 41.355337427401 |
Offense: Mainhand
| Damage | 48 |
| Accuracy | 31 |
| Crit Chance | 10% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +12% |
| Lightning | +3% |
| Nature | +12% |
| Darkness | +41% |
| Blight | +15% |
| Physical | +20% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Fire | +5% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 2 (30%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 1 |
| Physical Save | 10 |
| Spell Save | 21 |
| Mental Save | 33 |
Defense: Resistances
| Fire | + 33%( 70%) |
| Darkness | + 52%( 70%) |
| Nature | + 29%( 70%) |
| Temporal | + 15%( 70%) |
| Blight | + 10%( 70%) |
| Arcane | + 16%( 70%) |
| Cold | + 19%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 85% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 75% |
Inscriptions (3/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 133 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 50 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 20% for 2 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 |
| 1/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 3/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 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 lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
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 talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. 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.' * You've found the needed xorn fragment. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 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 | Vorann the Unlightspawn (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats Mag +3 offense ------ Ignore resists +5% darkness Ignore Shields +30% defense ------ Armor +1 Silence Resist +20% Confus Resist +24% Stun Resist +20% other ------- Max vim +10.00 A pair of boots made of leather. |
| Quiver | Arosatar the pouch of steel shots (16/16, 118% power, 2 apr)3.0 Encumbrance T2 shot ammo [Random Unique] Arcane Weapon Damage 118% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 16 On-ranged-hit +4 acid, +9 cold, +4 mind On-Hit, radius 1 +4 acid, +7 fire, +16 mind On Critical: * Splash the target with acid dealing 132 damage over 5 turns and reducing armor and accuracy by 17 Shots are used with slings to pummel your foes to death. |
| Light source | Hazepride2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ When Hit 2 cold defense ------ Resistance +3% blight, +3% fire +9% temporal, +3% cold Life +40.00 other ------- 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 | Firestar (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Damage +9% fire, +11% darkness +12% cold Ignore resists +5% fire defense ------ Defense +1 (+0 eff.) Resistance +6% fire, +16% darkness +5% arcane A pointy cloth hat, very wizardly... |
| Tool | extending elm wand of shielding [power 110] (20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | psionicist's copper ring of nature (+24%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats Wil +3 offense ------ Damage +12% nature defense ------ Resistance +24% nature Mind save +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | rogue's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats Cun +3 defense ------ Defense +6 (+3 eff.) Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
| Around waist | Sparksear1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats Dex +2, Mag +1 offense ------ Damage +3% lightning On-Hit (Melee): * 10% chance to slow global speed by 41% defense ------ Resistance +5% arcane, +9% fire Life +34.00 A belt that goes around your waist. |
| In main hand | arcing short yew starstaff of might (120% power, 4 apr, physical element)3.0 Encumbrance T3 staff 1H weapon [Ego] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 79 damage While equipped: offense ------ Spell Crit +10% Spellpower +9 (+3 eff.) Damage +20% physical other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | umbral iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats Dex +2 offense ------ On-Hit 5 darkness Damage +4% darkness Accuracy +11 (+5 eff.) defense ------ Armor +1 Fatigue +1% Resistance +6% darkness Unarmed combat: Weapon Damage 104% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +3 Critical Rate +6.0% Attack Speed 83% On-hit +5 item darkness numbing On Hit: 20% Moonlight Ray level 1 On Hit: * 5% chance to reduce damage dealt by 14% Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | linen robe of darkness (+16%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Damage +11% darkness defense ------ Resistance +16% darkness, +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Fearfire Mantle (14 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: offense ------ When Hit 30 fire defense ------ Defense +14 (+7 eff.) Resistance +10% fire, +10% darkness +10% cold other ------- Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
| Around neck | Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +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... |
Inventory
movement infusion of the duelist (speed 460%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 460% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 499%; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 499% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
grounding copper amulet of strength (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats Str +2 defense ------ Resistance +11% lightning Stun Resist +20% Amulets make your neck look great! |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats Cun +10, Wil -5 defense ------ Resistance +15% blight, +15% darkness +15% acid Physical save +15 (+12 eff.) Spell save +15 (+8 eff.) Mind save -7 (-4 eff.) Life +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. |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+7 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
clarifying steel amulet of mastery (0.13 Demented / Slow death)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +14% mind Confus Resist +22% other ------- Masteries +0.13 Demented/Slow death Amulets make your neck look great! |
insulating steel amulet of strength (+4)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats Str +4 defense ------ Resistance +10% fire, +12% cold Amulets make your neck look great! |
stabilizing steel amulet of mastery (0.13 Demented / Path of horror)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +14% temporal Pinning Resist +20% Knockbk Resist +22% other ------- Masteries +0.13 Demented/Path of horror Amulets make your neck look great! |
starlit steel amulet of mastery (0.17 Cunning / Survival)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +10% light, +12% darkness Blind Resist +20% other ------- Masteries +0.17 Cunning/Survival Amulets make your neck look great! |
steel amulet 'Bregubar'0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats Str +4, Wil +5 offense ------ Critical power +12.00% Accuracy +6 (+3 eff.) Ignore Armor +10 defense ------ Mind save +9 (+4 eff.) other ------- Hate-on-crit +1.00 Masteries +0.17 Demented/Beyond sanity Amulets make your neck look great! |
mule's copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Physical Power +6 (+3 eff.) Spellpower +6 (+2 eff.) Mindpower +6 (+3 eff.) defense ------ Fatigue -4% other ------- Encumbrance +21 Rings make your fingers look great! |
steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
warrior's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats Str +2 defense ------ Armor +4 Blind Resist +27% other ------- Infravision +4 See Stealth +5 See Invisibility +9 Rings make your fingers look great! |
wizard's steel ring of light (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats Mag +3 offense ------ Damage +11% light defense ------ Resistance +22% light Spell save +6 (+3 eff.) Rings make your fingers look great! |
rogue's gold ring of nature (+26%)0.1 Encumbrance T3 ring jewelry [Ego] Nature/Master While equipped: Stats Cun +4 offense ------ Damage +13% nature defense ------ Defense +8 (+4 eff.) Resistance +26% nature Rings make your fingers look great! |
Kor's Fall (100% power, 0 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Unique] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 110% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+3 eff.) Damage +10% acid, +10% fire +10% darkness, +10% blight other ------- See Invisibility +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.0 Power cost 6 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 158.74 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% (317). 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. |
cruel short ash starstaff of fate (111% power, 3 apr, darkness element)3.0 Encumbrance T2 staff 1H weapon [Ego] Arcane/Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +11% Critical power +6.00% Spellpower +6 (+2 eff.) Damage +15% darkness defense ------ Physical save +6 (+6 eff.) Spell save +7 (+4 eff.) Mind save +5 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Unerring Scalpel (111% power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 111% Range: 1.0x-1.3x Uses 45% Str, 55% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+8 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
arcing quiver of elm arrows of accuracy (19/19, 110% power, 5 apr)3.0 Encumbrance T1 arrow ammo [Ego] Arcane/Master Weapon Damage 110% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +9 Ignore Armor +5 Critical Rate +1.0% Capacity 19 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 79 damage Arrows are used with bows to pierce your foes to death. |
Bloomviper (14/20, 137% power, 3 apr)3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Rare] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 20 On-ranged-hit +8 lightning, +4 nature On-Hit, radius 1 +4 lightning, +9 fire +20 nature On-crit, radius 2 +20 nature Shots are used with slings to pummel your foes to death. |
Prismdeath (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats Wil +2 offense ------ Damage +3% light On-Hit (Melee): * 20 arcane resource burn defense ------ Defense +1 (+0 eff.) Resistance +3% cold, +9% temporal Mind save +9 (+4 eff.) other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots 'Tarrugas' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats Dex +4, Wil +3 offense ------ Ignore resists +20% acid defense ------ Armor +3 Fatigue +2% Silence Resist +22% Confus Resist +22% Stun Resist +20% other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats Cun +2, Wil +3 offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Unarmed combat: Weapon Damage 89% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 100% On-hit +10 fire Damage Conversion 100% fire On Hit: 30% Flamespit level 3 Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 34.17 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Glitterhash the rough leather cap (4 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats Str +6, Wil +3, Cun +3, Con +4 offense ------ Ignore resists +10% light Accuracy +6 (+3 eff.) When Hit: * 11% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +1 Defense +4 (+2 eff.) Fatigue +1% Resistance +3% light A cap made of leather. |
Hellsweeper (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Dex +3, Mag +1, Wil +2, Cun +1 offense ------ Ignore resists +20% fire defense ------ Armor +1 Fatigue +1% Resistance +3% mind Physical save +11 (+10 eff.) A cap made of leather. |
cleansing hardened leather cap of dexterity (+5) (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego] Disrupt/Master While equipped: Stats Dex +5 defense ------ Armor +3 Fatigue +3% Resistance +7% nature, +6% blight A cap made of leather. |
6 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 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. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+4 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. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+6 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+6 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. |
112 alchemist agate0.0 Encumbrance 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. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
Islomira the iron pickaxe (dig speed 19 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats Str +1, Wil +2, Cun +1, Con +4 offense ------ Ignore resists +5% acid defense ------ Resistance +6% darkness, +6% fire Crit Resistance 5.00% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
A View From The Gallery (Nightmare (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Jaari the Drem Writhing One level 14
26th Wealth 122nd year of Ascendancy at 00:23 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Jaari the Drem Writhing One level 15
9th Dearth 122nd year of Ascendancy at 06:57 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Jaari the Drem Writhing One level 19
11st Shortage 122nd year of Ascendancy at 21:49 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Jaari the Drem Writhing One level 10
2nd Wealth 122nd year of Ascendancy at 20:04 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Jaari the Drem Writhing One level 20
12nd Shortage 122nd year of Ascendancy at 08:42 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Jaari the Drem Writhing One level 18
45th Dearth 122nd year of Ascendancy at 04:24 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Jaari the Drem Writhing One level 9
43rd Profit 122nd year of Ascendancy at 03:12 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Jaari the Drem Writhing One level 15
20th Dearth 122nd year of Ascendancy at 04:52 see stats
Log
Mad Archdruid's Slime Spit hits Jaari for 4 healing, 45 nature (45 total damage) [4 healing].
Jaari drains life from Mad druid!
Jaari drains life from Glorubrewyn of the Bunnypocalypse!
Jaari drains life from Zombie bunny!
Jaari drains life from Mad Archdruid!
Jaari drains life from Zombie bunny!
Jaari drains life from Zombie bunny!
Mad Archdruid converts some damage to Psi!
Jaari receives 2 healing from Mad druid.
Jaari receives 2 healing from Zombie bunny.
Jaari hits Mad druid for 17 fire damage.
Jaari hits Mad Archdruid for 4 to psi, 23 fire (28 total damage).
Jaari hits Zombie bunny for 24 fire damage.
Jaari hits Zombie bunny for 15 fire damage.
Jaari hits Zombie bunny for 31 fire damage.
Jaari hits Glorubrewyn of the Bunnypocalypse for 20 fire damage.
Tentacle Constriction from Jaari hits Mad Archdruid for (9 blocked), 9 to psi, 46 darkness, (9 blocked), 0 to psi, 0 darkness, 0 to psi, 1 mind (56 total damage).
Jaari receives 2 healing from Zombie bunny.
Jaari receives 2 healing from Mad Archdruid.
Jaari receives 3 healing from Zombie bunny.
Jaari receives 2 healing from Glorubrewyn of the Bunnypocalypse.
Glorubrewyn of the Bunnypocalypse starts to bleed black blood.
Glorubrewyn of the Bunnypocalypse hits Jaari for 1 healing, 12 physical (12 total damage) [1 healing].
Zombie bunny hits Jaari for 31 physical damage.
Melee retaliation hits Glorubrewyn of the Bunnypocalypse for 2 cold, 37 fire (39 total damage).
Melee retaliation hits Zombie bunny for 3 cold, 48 fire (51 total damage).
Black Blood Bleeding from Jaari hits Zombie bunny for 24 darkness damage.
Jaari the level 20 drem writhing one was tortured to death by a zombie bunny (how pathetic) on level 2 of Pikataclysm.
---------- Turn 7 ----------
Mad Archdruid is free from the tentacle constriction.

































































































