











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | 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! 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 Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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 | Normal Adventure |
| Sex | Female |
| Race | Krog |
| Class | Cursed |
| Level / Exp | 17 / 54% |
| Size | big |
| Lifes / Deaths | Killed by Lisyriann the large brown snake at level 8 on the 9th Mirth 122nd year of Ascendancy at 07:01 0 / 6Killed by black crystal at level 10 on the 8th Flare 122nd year of Ascendancy at 18:44 Killed by Velidarassra the grannor'vin at level 13 on the 8th Haze 122nd year of Ascendancy at 20:23 Killed by Ivabeth the sandworm destroyer at level 14 on the 16th Haze 122nd year of Ascendancy at 13:51 Killed by netherworm mass at level 17 on the 52nd Haze 122nd year of Ascendancy at 13:50 Killed by worm that walks at level 17 on the 53rd Haze 122nd year of Ascendancy at 17:45 |
| Antimagic | Follower |
Primary Stats
| Strength | 38 (base 32) |
| Dexterity | 24 (base 14) |
| Constitution | 27 (base 21) |
| Magic | 9 (base 10) |
| Willpower | 36 (base 33) |
| Cunning | 21 (base 13) |
Resources
| Life | -46/499 |
| Hate | 74/100 |
| Healing Factor | 1.3320214188912 |
| Regeneration | 1.2654203479467 |
Speed
| Mental | +30.42895843273% |
| Attack | 0% |
| Movement | +190.32644235008% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 66 |
| Accuracy | 37 |
| Crit Chance | 4% |
| APR | 15 |
| Speed | 0.77 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Nature | +5% |
| Mind | +12% |
| Physical | +12% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 30.08934837382 (81.030927835052%) |
| Defense | 17 |
| Ranged Defense | 23 |
| Fatigue | 26 |
| Physical Save | 27 |
| Spell Save | 18 |
| Mental Save | 36 |
Defense: Resistances
| Blight | -5%( 70%) |
| Physical | -4%( 70%) |
| Cold | -12%( 70%) |
| All | -20%( 70%) |
| Darkness | -20%( 70%) |
| Light | + 16%( 70%) |
| Temporal | -20%( 70%) |
| Lightning | -20%( 70%) |
| Mind | -12%( 70%) |
| Fire | -20%( 70%) |
| Nature | -12%( 70%) |
Defense: Immunities
| Stun Resistance | 35% |
| Bleed Resistance | 80% |
| Confusion Resistance | 46% |
| Fear Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 185 life over 5 turns. 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 113 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Rampage | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Cursed / Endless hunt | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Gloom |
| talent | Cleave |
| talent | Stalk |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | Stalking worm that walks. Bonus level 1: +7 attack, +7% melee damage, +0.50 hate/turn prey was hit. Stalking 679/826 +1 |
| beneficial effect | The target is rampaging! (+190% movement speed, +30% attack speed, +12% physical damage, +6 physical save, +6 mental save) Rampaging |
| detrimental effect | The target is infected with carrion worm larvae. Each turn it will lose one beneficial physical effect and 24.57 blight and acid damage will be inflicted. Worm RotAfter five turns the disease will inflict 69.75 blight damage and spawn a carrion worm mass. |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | You gain 12% resistance against blight. Resolve |
Quests
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Biofeedback (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Biofeedback (+1 level(s)). | done |
You failed to protect the worried loremaster from death by giant lightning ant. Escort: worried loremaster (level 4 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within3 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 | Layetira (Misfortune) (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Dex +4 Con ----- def ----- Armour +3 Fatigue -1% Crit.dmg- 10.00% Phys.save +7 (+4 eff.) Die.at -40.00 life Cut- +10% ---------- misc Max.enc +20 Stam/turn +0.80 Curse of Misfortune A pair of boots made of leather. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (92 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | iron helm of strength (+3) (Corpses) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | quick elm totem of thorny skin [power 13] (14 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 13 and armour hardiness by 30% Puts all charms on 14 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Porodhelaith0.1 T1 ring jewelry [Rare] Psionic While equipped: ----- def ----- Armour +2 Defense +9 (+6 eff.) Rng.Def +9 (+4 eff.) Mind.save +8 (+4 eff.) Cut- +20% Confus- +20% Knockbk- +5% Rings can have magical properties. |
| On fingers | marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings can have magical properties. |
| Around waist | rough leather belt of life (Madness)1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +0.70 Heal.mod +11% Curse of Madness A belt that goes around your waist. |
| In main hand | Bill's Tree Trunk (Shrouds) (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +7 Crit +1.5% Atk.spd 100% While equipped: Curse of Shrouds Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
| On hands | dwarven-steel gauntlets 'Eilinowen' (Madness) (0 def, 2 armour)1.5 T3 hands armor [Random Unique] Nature/Master While equipped: Stats +5 Dex +1 Mag +1 Wil +5 Cun dps ---------- Spell.crit +1% Crit.mult +10.00% Melee+ 8 nature 8 cold Dmg.mod +5% nature +6% cold Acc +7 (+2 eff.) Apr +8 ----- def ----- Armour +2 Resists +7% nature +7% cold Spell.save +3 (+2 eff.) Curse of Madness Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | steel plate armour 'Pitchlady' (Corpses) (4 def, 9 armour)17.0 T2 massive armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +12% mind Res.pen +10% darkness Melee Ret 8 darkness ----- def ----- Armour +9 Defense +4 (+3 eff.) Fatigue +22% Resists +7% mind Mind.save +15 (+6 eff.) Heal/summ +20 ---------- misc Psi/ret +0.08 Hate/m.crit +4.00 Curse of Corpses A suit of armour made of metal plates. |
| Cloak | linen cloak (Corpses) (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | mindweaver's steel amulet of healing0.1 T2 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Mind.save +5 (+3 eff.) Heal.mod +14% Cut- +50% Confus- +11% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 190 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
Airpain the gold amulet0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +6% Crit.mult +10.00% Spell.pwr +4 (+4 eff.) Dmg.mod +12% lightning +6% temporal +6% light +5% darkness +6% physical On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Spell.save +10 (+6 eff.) ---------- misc Max.vim +30.00 Amulets can have magical properties. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
cleansing gold amulet of dexterity (+3)0.1 T3 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Dex ----- def ----- Resists +15% nature +13% blight Poison- +25% Disease- +26% Amulets can have magical properties. |
Spellblaze Shard (Madness) (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire Curse of Madness This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
caustic dwarven-steel greatmaul (Shrouds) (43.5-65.25 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Nature Power 43.5 - 65.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% On Hit: * 23% chance to corrode armour by 30% While equipped: dps ---------- Res.pen +9% acid ----- def ----- HP.reg +0.70 Curse of Shrouds Massive two-handed mauls. |
balanced steel greatsword of erosion (Madness) (26.5-42.4 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Nature/Master Power 26.5 - 42.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 nature +7 temporal While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +9 (+6 eff.) Disarm- +29% Curse of Madness Massive two-handed swords. |
Eye of Winter (Shrouds) (8-8.8 power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 Curse of Shrouds This mindstar glows with a dim cool light, but seems somehow incomplete. |
Kinetic Focus (Misfortune) (6-6.6 power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+3 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Curse of Misfortune Kinetic energies are focussed in the core of this mindstar. |
Serpent's Glare (Madness) (7-7.7 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Curse of Madness Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 175.95 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Kor's Fall (Nightmares) (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+7 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Curse of Nightmares Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 49.95 physical damage to all targets in line, and inflicting bleeding for another 24.97 damage over 5 turns. 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. |
Skullcleaver (Nightmares) (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight On Hit: 10% Greater Weapon Focus 2 While equipped: dps ---------- Dmg.mod +8% blight Curse of Nightmares A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Eden's Guile (Madness) (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+2 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Curse of Madness Boost speed by 30% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Flamewrought (Madness) (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Curse of Madness Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 37.69 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. |
Skin of Many (Madness) (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+7 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth Curse of Madness The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
steel plate armour (Misfortune) (4 def, 9 armour)17.0 T2 massive armor [Normal] While equipped: ----- def ----- Armour +9 Defense +4 (+3 eff.) Fatigue +22% Curse of Misfortune A suit of armour made of metal plates. |
Coral Spray (Misfortune) (8 def, 8 armour, 48 block)7.0 T1 shield armor [Unique] Nature While equipped: ----- def ----- Armour +8 Defense +8 (+5 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. Curse of Misfortune A chunk of jagged coral, dredged from the ocean. |
quiver of yew arrows of erosion (22/22, 33-46.2 power, 10 apr)3.0 T3 arrow ammo [Ego] Nature Power 33.0 - 46.2 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 22 Ranged+ +11 nature +9 temporal Arrows are used with bows to pierce your foes to death. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
76 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. |
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. |
10 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. |
8 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 43.00 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 43.00 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 61.88 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+4 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 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. |
3 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. |
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. |
10 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
Antimagic!
Completed antimagic training in the Ziguranth camp.By Othiya the Krog Cursed level 16
32nd Haze 122nd year of Ascendancy at 10:51 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Othiya the Krog Cursed level 12
33rd Dusk 122nd year of Ascendancy at 23:23 see stats
Exterminator
Killed 1000 creatures.By Othiya the Krog Cursed level 16
24th Haze 122nd year of Ascendancy at 07:20 see stats
Level 10
Got a character to level 10.By Othiya the Krog Cursed level 10
6th Flare 122nd year of Ascendancy at 23:11 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Othiya the Krog Cursed level 12
56th Dusk 122nd year of Ascendancy at 16:50 see stats
The Arena
Unlocked Arena mode.By Othiya the Krog Cursed level 7
4th Mirth 122nd year of Ascendancy at 11:05 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Othiya the Krog Cursed level 15
22nd Haze 122nd year of Ascendancy at 14:26 see stats
Log
Othiya receives 4 healing.
Worm Rot from Worm that walks hits Othiya for 31 blight, 29 acid (60 total damage).
Worm that walks is being stalked by Othiya!
Othiya hits Worm that walks for 48 physical, 8 cold, 8 nature, 5 physical (69 total damage).
Worm that walks casts Acid Strike.
Othiya attunes to the damage.
Othiya is invigorated by the attack!
Othiya is invigorated by the attack!
Othiya is invigorated by the attack!
Othiya is invigorated by the attack!
Othiya is invigorated by the attack!
Othiya is invigorated by the attack!
Othiya is invigorated by the attack!
Othiya is invigorated by the attack!
Your hatred grows even as your life fades! (+4 hate)
Othiya is invigorated by the attack!
Your hatred grows even as your life fades! (+4 hate)
Othiya is invigorated by the attack!
Othiya is invigorated by the attack!
Othiya is invigorated by the attack!
Othiya is invigorated by the attack!
Othiya is invigorated by the attack!
Othiya is invigorated by the attack!
Othiya is invigorated by the attack!
Othiya is invigorated by the attack!
Othiya hits Worm that walks for 9 healing, 8 darkness, 9 healing, 8 darkness, 9 healing, 8 darkness, 9 healing, 8 darkness (32 total damage) [35 healing].
Worm that walks hits Othiya for 41 acid, 10 temporal, 11 nature, 6 darkness, 20 blight, 17 acid, 9 cold, 20 blight, 55 acid, 38 blight, 10 temporal, 11 nature, 6 darkness, 20 blight, 10 blight, 9 cold, 20 blight (315 total damage).
Your hatred grows even as your life fades! (+4 hate)
Saving game...


























































































