











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| 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. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Select your Escorts 1.6.0Allows 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 1.6.7Official 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:
Forbidden Cults 1.6.7Official 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.
Better Item Description 1.6.6This 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 1.6.7Official 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:
FlexSpec Respec Limitation Relaxer 1.5.5 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Ogre |
| Class | Writhing One |
| Level / Exp | 16 / 7% |
| Size | big |
| Lifes / Deaths | Killed by Druic the dwarf at level 14 on the 40th Haze 122nd year of Ascendancy at 19:55 4 / 1 |
Primary Stats
| Strength | 50 (base 30) |
| Dexterity | 16 (base 10) |
| Constitution | 19 (base 13) |
| Magic | 50 (base 41) |
| Willpower | 15 (base 10) |
| Cunning | 23 (base 10) |
Resources
| Life | 504/504 |
| Insanity | 0/100 |
| Healing Factor | 1.0714285714286 |
| Regeneration | 2.4107142857143 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 37.383451489648 |
| See Invisible | 39.383451489648 |
Offense: Mainhand
| Damage | 76 |
| Accuracy | 34 |
| Crit Chance | 5% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +14% |
| Blight | +9% |
| Cold | +4% |
| All | 0% |
| Darkness | +9% |
| Light | +8% |
| Lightning | +4% |
| Fire | +4% |
| Nature | +17% |
Offense: Damage Penetration
| Mind | +20% |
| Arcane | +20% |
Defense: Base
| Armour (hardiness) | 21.413408721348 (66.666666666667%) |
| Defense | 9 |
| Ranged Defense | 9 |
| Fatigue | 6 |
| Physical Save | 22 |
| Spell Save | 23 |
| Mental Save | 13 |
Defense: Resistances
| Darkness | + 31%( 70%) |
| Light | + 16%( 70%) |
| Physical | + 6%( 70%) |
| Nature | + 22%( 70%) |
| Arcane | + 5%( 70%) |
| Fire | 0%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 0% |
| Stun Resistance | 56% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| 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 96 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 80 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 403% 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. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Disfigured face | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Controlled horrors | 1.43 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Horrific body | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.40 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Chaos Orbs |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You 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 must explore the renegade Shaloren camp. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)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 |
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: * You've found the needed bear paw. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed warg claw. 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 elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * '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.' | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 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 | Eden's Guile (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 Boost speed by 32% (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. |
| Light source | Unlightworth2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +5% light Res.pen +20% mind On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% darkness Affinity +5% light Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +4 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 119.61 light damage. At talent level 3 you gain 22% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. 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 | bladed iron helm of trickery (0 def, 3 armour)3.0 T1 head armor [Ego++] Master While equipped: Stats +3 Str +3 Dex +3 Cun dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 132.6 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | 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 128.29 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. |
| On fingers | mule's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Fatigue -4% Resists +22% nature ---------- misc Max.enc +21 Rings can have magical properties. |
| On fingers | steel ring 'Siliridhenor'0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Str +7 Wil +5 Cun +5 Con dps ---------- Phys.pwr +7 (+2 eff.) Mind.pwr +7 (+3 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +21% ---------- misc Light +1 See.Invis +9 Rings can have magical properties. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Earulach the Moldfame (132% power, 4 apr)3.0 T3 mace 1H weapon [Rare] Arcane Power 133% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 119 damage over 5 turns and reducing armor and accuracy by 15 While equipped: dps ---------- Dmg.mod +6% nature +9% acid Res.pen +20% arcane ----- def ----- Resists +5% arcane Blunt and deadly. |
| On hands | radiant iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 light Dmg.mod +3% light Acc +12 (+5 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | prismatic steel mail armour of delving (2 def, 6 armour)14.0 T2 heavy armor [Ego+] Arcane/Master While equipped: Stats +5 Str ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +6% physical +22% darkness +11% light ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.8 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 6 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
| Cloak | linen cloak 'Arcglamour' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Str +2 Dex +1 Con dps ---------- Melee Ret 2 lightning ----- def ----- Defense +1 (+1 eff.) ---------- misc Max.stam +20.00 See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | archmage's steel amulet of mastery (0.13 Demented / Controlled horrors)0.1 T2 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +5% acid +4% fire +4% cold +4% lightning ---------- misc Masteries +0.13 Demented/Controlled horrors Amulets can have magical properties. |
Inventory
healing infusion of the titan (heal 84; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 instantly heal yourself for 84 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
movement infusion (speed 400%; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 400% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 71; 12 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 71 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 255; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 255 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets can have magical properties. |
gold amulet 'Ebonywhisper'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Cun dps ---------- Res.pen +20% darkness +10% temporal ----- def ----- Resists +14% lightning Stun/Frz- +29% Def/telep +5 Res/telep +5% Dur/telep +5% Amulets can have magical properties. |
copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+3 eff.) Rings can have magical properties. |
psionicist's copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Mind.save +6 (+6 eff.) Rings can have magical properties. |
rogue's copper ring of blight (+11%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% blight ----- def ----- Defense +6 (+6 eff.) Resists +11% blight Rings can have magical properties. |
flaming steel greatmaul of the mystic (130% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 131% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +7 fire While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.pwr +9 (+3 eff.) Massive two-handed mauls. |
balanced dwarven-steel mace of erosion (129% power, 4 apr)3.0 T3 mace 1H weapon [Ego] Nature/Master Power 130% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +5 nature While equipped: dps ---------- Acc +5 (+3 eff.) ----- def ----- Defense +5 (+5 eff.) Disarm- +23% Blunt and deadly. |
grounding rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane/Nature While equipped: ----- def ----- Fatigue -5% Resists +5% lightning +6% temporal ---------- misc Max.enc +20 A belt that goes around your waist. |
Samikan (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +3% lightning +3% fire +3% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping kruk cloak of battle (6 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +2 (+0 eff.) ----- def ----- Defense +6 (+6 eff.) Fatigue -2% Phys.save +6 (+3 eff.) A stylish kruk-style cloak, to look awesome. |
resilient kruk cloak of Iron Throne (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Max.HP +32.00 A stylish kruk-style cloak, to look awesome. |
Iviwen (0 def, 9 armour)3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Phys.pwr +30 (+10 eff.) ----- def ----- Armour +9 Fatigue +3% Resists +9% acid +3% light +8% fire +7% cold +8% lightning Phys.save +3 (+1 eff.) Pinning- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Resists +5% fire +5% cold A pair of boots made of leather. |
pair of iron boots 'Layoleta' (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Mind.crit +3% ----- def ----- Armour +3 Fatigue +2% Resists +5% fire +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of rough leather boots of evasion (3 def, 1 armour)2.0 T1 feet armor [Ego++] Master While equipped: Stats +1 Cun +2 Con ----- def ----- Armour +1 Defense +3 (+3 eff.) Phys.save +10 (+5 eff.) Mind.save +11 (+9 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 12 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
radiant iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 6 light Dmg.mod +3% light Acc +11 (+5 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
umbral iron gauntlets of magic (+2) (0 def, 1 armour)1.5 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 5 darkness Dmg.mod +3% arcane +3% darkness ----- def ----- Armour +1 Fatigue +1% Resists +6% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Obsidianbrace the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Wil +5 Cun +3 Con dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +3% darkness ----- def ----- Armour +3 Fatigue +5% ---------- misc See.Invis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of lightning (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +1 (+1 eff.) Resists +15% lightning A pointy cloth hat, very wizardly... |
enlightening dwarven-steel mail armour of the deep (3 def, 9 armour)14.0 T3 heavy armor [Ego++] Nature/Psionic While equipped: Stats +5 Cun +3 Wil ----- def ----- Armour +9 Defense +3 (+3 eff.) Fatigue +12% Resists +7% acid +7% cold Mind.save +12 (+9 eff.) ---------- misc Breathe water A suit of armour made of mail. |
impenetrable iron mail armour of command (8 def, 13 armour)14.0 T1 heavy armor [Ego+] Master/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +13 Defense +8 (+8 eff.) Fatigue +12% Mind.save +12 (+9 eff.) Disease- +15% A suit of armour made of mail. It was changed by the digestive sack. |
iron mail armour of command (7 def, 7 armour)14.0 T1 heavy armor [Ego+] Psionic While equipped: Stats +1 Cun ----- def ----- Armour +7 Defense +7 (+7 eff.) Fatigue +12% Mind.save +11 (+9 eff.) A suit of armour made of mail. |
prismatic iron mail armour of acid resistance (2 def, 4 armour)14.0 T1 heavy armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +15% acid +11% light +10% darkness A suit of armour made of mail. |
prismatic steel mail armour of fire resistance (2 def, 6 armour)14.0 T2 heavy armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +17% fire +11% light +11% darkness A suit of armour made of mail. |
searing steel mail armour of clarity (2 def, 6 armour)14.0 T2 heavy armor [Ego+] Arcane/Psionic While equipped: dps ---------- Melee+ 8 acid 9 fire Melee Ret 9 acid 9 fire ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +12% acid +12% fire +6% mind Mind.save +11 (+9 eff.) A suit of armour made of mail. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+11 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
troll-hide cured leather armour of Eyal (6 def, 4 armour)9.0 T2 light armor [Ego++] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Max.HP +61.00 HP.reg +5.20 Heal.mod +21% A suit of armour made of leather. |
7 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. |
2 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. |
miner's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 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 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 (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. |
supercharged steel torque of mindblast [power 200] (20 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 200 mind damage and silencing them for 4 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
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. |
soothing elm wand of lightning storm [power 110] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (114 total damage) Puts all charms on 15 cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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
Killed Ben Cruthdar the Cursed.By Kessir the Ogre Writhing One level 11
10th Flare 122nd year of Ascendancy at 12:57 see stats
Level 10
Got a character to level 10.By Kessir the Ogre Writhing One level 10
5th Mirth 122nd year of Ascendancy at 08:05 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Kessir the Ogre Writhing One level 10
1st Summertide 122nd year of Ascendancy at 15:33 see stats
The secret city
Discovered the truth about mages.By Kessir the Ogre Writhing One level 11
12nd Dusk 122nd year of Ascendancy at 17:06 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Kessir the Ogre Writhing One level 16
43rd Haze 122nd year of Ascendancy at 03:23 see stats
Log
You gain 25.00 gold from the transmogrification of dwarven-steel torque of clear mind 'Prismvortex' [power 2] (25 cooldown).
You gain 5.40 gold from the transmogrification of rejuvenating cured leather armour (6 def, 4 armour).
You gain 9.81 gold from the transmogrification of hardened leather armour 'Gloompain' (9 def, 6 armour).
You gain 1.17 gold from the transmogrification of cured leather armour of acid resistance (6 def, 4 armour).
You gain 1.11 gold from the transmogrification of spellwoven linen wizard hat (1 def, 0 armour).
You gain 11.06 gold from the transmogrification of cashmere wizard hat 'Isyrekira' (2 def, 4 armour).
You gain 15.56 gold from the transmogrification of Baryrin the Cracklebraze (0 def, 4 armour).
You gain 3.55 gold from the transmogrification of timebroken woollen robe (0 def, 0 armour).
You gain 19.98 gold from the transmogrification of Unlightclamor of the Blightspawn (0 def, 0 armour).
You gain 2.92 gold from the transmogrification of steel waraxe of crippling (108% power, 3 apr).
You gain 3.92 gold from the transmogrification of yew magestaff of illumination (120% power, 4 apr, cold element).
You gain 11.54 gold from the transmogrification of Zeryzilamas (120% power, 4 apr, lightning element).
You gain 2.86 gold from the transmogrification of blooming vined mindstar of resolve (85% power, 18 apr, nature damage).
Personal New Achievement: Treasure Hunter!
You gain 13.44 gold from the transmogrification of Getandil the steel mace (109% power, 3 apr).
You gain 14.01 gold from the transmogrification of Smearrock.
You gain 4.10 gold from the transmogrification of flaming steel greatmaul of crippling (130% power, 2 apr).
You gain 1.20 gold from the transmogrification of arcing steel greatmaul of massacre (145% power, 2 apr).
You gain 4.41 gold from the transmogrification of stormbringer's iron dagger (101% power, 5 apr).
You gain 13.38 gold from the transmogrification of steel dagger 'Bareyalar' (102% power, 6 apr).
You gain 2.60 gold from the transmogrification of iron dagger of crippling (100% power, 5 apr).
You gain 2.44 gold from the transmogrification of chilling iron dagger of daylight (101% power, 5 apr).
You gain 3.80 gold from the transmogrification of blazebringer's steel dagger (101% power, 6 apr).
You gain 0.65 gold from the transmogrification of healing infusion (heal 53; cd 14).
There is a stairs down here (press '' or right click to use).
Kessir deactivates Chaos Orbs.
Worm that walks (servant of Kessir) deactivates Worm that Walks Link.
Worm that walks (servant of Kessir) deactivates Infestation.
Worm that walks (servant of Kessir) deactivates Ruin.


























































































