













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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: 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 | Insane Adventure |
| Sex | Female |
| Race | Doomelf |
| Class | Possessor |
| Level / Exp | 20 / 21% |
| Size | small |
| Lifes / Deaths | Killed by Elodamira the red jelly at level 17 on the 79th Haze 122nd year of Ascendancy at 10:29 3 / 2Killed by Isenn the thief at level 17 on the 79th Haze 122nd year of Ascendancy at 14:17 |
Primary Stats
| Strength | 84.7008 (base 37) |
| Dexterity | 57.5164 (base 12) |
| Constitution | 23 (base 10) |
| Magic | 29.7716 (base 10) |
| Willpower | 58 (base 48) |
| Cunning | 58.9968 (base 12) |
Resources
| Life | 735/1750 |
| Stamina | 331/331 |
| Psi | 249/249 |
| Healing Factor | 1.1099022211821 |
| Regeneration | 4.6690305137686 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 46.113208315818 |
| See Invisible | 46.113208315818 |
Offense: Mainhand
| Damage | 152 |
| Accuracy | 67 |
| Crit Chance | 68% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 40 |
| Accuracy | 68 |
| Crit Chance | 63% |
| APR | 37 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | -1% |
| Arcane | -6% |
| Cold | +2% |
| All | -6% |
| Lightning | +8% |
| Temporal | 0% |
| Physical | +3% |
| Fire | +2% |
| Mind | 0% |
Offense: Damage Penetration
| Arcane | +25% |
| Temporal | +10% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 23.6632 (35.65183292883%) |
| Defense | 53 |
| Ranged Defense | 53 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 39 |
| Mental Save | 38 |
Defense: Resistances
| Darkness | + 36%( 70%) |
| Light | + 22%( 70%) |
| Fire | + 10%( 70%) |
| Cold | + 15%( 70%) |
| Physical | + 15%( 70%) |
| Mind | + 10%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Fear Resistance | 92% |
| Instadeath Resistance | 100% |
| Bleed Resistance | 74% |
| Knockback Resistance | 29% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 247 damage for 3 turns. Its effects scale with your Willpower 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: 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 166 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Psionic / Possession | 1.50 |
| 5/5 |
| 3/5 |
| 5/5 |
| 4/5 |
| Psionic / Psionic menace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Battle psionics | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Body snatcher | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Psychic blows | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Ravenous mind | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 8/5 |
| 10/5 |
| 5/5 |
Effects
| talent | Channel Pain |
| talent | Apply Poison |
| talent | Numbing Poison |
| talent | Psionic Disruption |
| beneficial effect | You use the body of one of your fallen victims. You can not heal in this form. Assume Form |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one 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've found the needed red crystal shard. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed minotaur nose. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' 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 chunk of ghoul flesh. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed warg claw. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | Manufang (0 def, 2 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +4 Con dps ---------- Dmg.mod +9% physical ----- def ----- Armour +2 Resists +3% light Die.at -20.00 life ---------- misc Max.stam +10.00 Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Quiver | Chillumbra (15/15, 14-17 power, 1 apr)3.0 T1 shot ammo [Rare] Master Power 14.0 - 16.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +10.0% Capacity 15 Proj.spd +200% On Crit.r2 +16 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: ---------- misc Reload +3 Shots are used with slings to pummel your foes to death. |
| Light source | Armyderek the Sewersaw2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind +6% temporal Res.pen +5% nature +10% temporal Melee Ret 4 arcane ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc 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 | iron helm 'Ce'Nabremina' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Cun +2 Wil dps ---------- Melee Ret 6 mind ----- def ----- Armour +3 Fatigue +5% Resists +11% light +10% darkness Die.at -20.00 life ---------- misc Max.stam +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | hardened leather gloves of archery (0 def, 2 armour)1.0 T2 hands armor [Ego+] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Acc +6 (+1 eff.) Apr +7 ----- def ----- Armour +2 Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +9 Crit +3.0% Atk.spd 100% On Hit: 15% Perfect Strike 3 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). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Aerybrelaith [power 43] (25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Crit.mult +10.00% Res.pen +25% arcane ---------- misc Mana/s.crit +2.00 Max.mana +20.00 Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 25 cooldown 100% to heal for 47. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring 'Anabers'0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +7 Cun +6 Dex dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +7 (+4 eff.) Mind.pwr +12 (+4 eff.) Dmg.mod +5% all Acc +6 (+1 eff.) ----- def ----- Defense +4 (+1 eff.) Spell.save +3 (+1 eff.) ---------- misc Hate/m.crit +5.00 Rings make your fingers look great! |
| On fingers | steel ring 'Aerobar'0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +4 Str +3 Dex +2 Con dps ---------- Spell.pwr +20 (+9 eff.) Acc +6 (+1 eff.) ----- def ----- Armour +8 Spell.save +10 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.stam +14.00 Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 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... |
| In main hand | Corpathus (40-56 power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +9.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +6.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +5 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 off hand | projecting pulsing mindstar (14-15 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 13.5 - 14.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +14% lightning +8% fire +8% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Titothel the Snowwrither (2 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Dex +2 Con ----- def ----- Defense +2 (+0 eff.) Resists +6% cold +1% physical ---------- misc Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Inventory
movement infusion of the duelist (speed 755%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 755% 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. |
ethereal rune (power 8; resist 19%; move 38%; dur 5; cd 21)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 19% all resistance, you move 38% faster, and you are invisible (power 8). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Shockspawner the copper amulet0.1 T1 amulet jewelry [Rare] Psionic While equipped: Stats +3 Dex +2 Wil +3 Cun dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +6% cold Melee Ret 8 lightning ----- def ----- Mind.save +6 (+2 eff.) Confus- +11% Amulets make your neck look great! |
gold amulet 'Layusevena'0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +12% mind ----- def ----- Armour +3 Defense +6 (+2 eff.) Resists +5% arcane +15% temporal Res.Cap +2% all Phys.save +15 (+5 eff.) Pinning- +37% Knockbk- +20% Amulets make your neck look great! |
Belulathamalen0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Str +6 Dex +5 Cun +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +11% light +6% acid Acc +6 (+1 eff.) On Hit (Melee): * 10% chance to reduce armor by 29% ----- def ----- Resists +9% acid +22% light +5% arcane Rings make your fingers look great! |
yew starstaff of fate (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +9 (+5 eff.) Dmg.mod +20% physical ----- def ----- Phys.save +8 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Uraleg (32-47 power, 4 apr)3.0 T3 battleaxe 2H weapon [Rare] Disrupt Power 31.5 - 47.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +6.5% Atk.spd 100% Against +10% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +21% physical ----- def ----- Resists +6% blight Massive two-handed battleaxes. |
thought-forged steel mace of erosion (12-18 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Nature/Psionic Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +5 nature +7 mind On Hit: * 15% chance to reduce all saves and defense by 31 While equipped: Stats +2 Cun +2 Wil Blunt and deadly. |
Neribrenn the Rainworth (22-31 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Nature Power 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +20 cold On Crit.r2 +34 fire While equipped: dps ---------- All.spd +2% Dmg.mod +6% darkness Res.pen +20% cold +9% fire Melee Ret 6 darkness ----- def ----- Resists +6% lightning One-handed war axes. |
Mayariamina the Scaldbraid (18-24 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 18.5 - 24.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +20 fire While equipped: dps ---------- Dmg.mod +12% light +3% fire Res.pen +20% light +8% physical Acc +12 (+3 eff.) Apr +7 Melee Ret 4 fire Sharp, short and deadly. |
cured leather sling of piercing4.0 T2 sling 1H weapon Reqs Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: dps ---------- Res.pen +5% all Acc +6 (+1 eff.) Apr +5 Slings are used to hurl stones or metal shots at your foes. |
pouch of steel shots (17/17, 20-23 power, 2 apr)3.0 T2 shot ammo [Normal] Power 19.5 - 23.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 17 Shots are used with slings to pummel your foes to death. |
focusing woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: Stats +5 Mag +4 Wil ----- def ----- Resists +9% all ---------- misc Mana/turn +0.11 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Helltrial the cured leather armour (6 def, 10 armour)9.0 T2 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +3 Wil +5 Cun dps ---------- Melee+ 6 fire Ranged+ 5 fire Res.pen +5% fire On Hit (Melee): * 10% chance to slow global speed by 59% ----- def ----- Armour +10 Defense +6 (+2 eff.) Fatigue +7% Resists +12% blight +14% fire +12% darkness +19% physical Mind.save +11 (+4 eff.) ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
cured leather armour (6 def, 4 armour)9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% A suit of armour made of leather. |
enlightening steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +9 Fatigue +22% Mind.save +12 (+4 eff.) A suit of armour made of metal plates. |
Xomissra the Scumworth1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Res.pen +5% nature Melee Ret 4 nature On Hit (Melee): * 10% chance to slow global speed by 59% ----- def ----- Resists +6% lightning +3% light +12% darkness Phys.save +8 (+3 eff.) A belt that goes around your waist. |
Murkbreeze the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +6 Dex +1 Cun +1 Con dps ---------- Melee Ret 2 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 25% ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+2 eff.) ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Frigidquell' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Wil +5 Cun dps ---------- Mind.crit +1% Res.pen +15% cold ----- def ----- Defense +1 (+0 eff.) ---------- misc Stam/turn +3.00 Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lustresteel (10 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Cun +1 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +6% light ----- def ----- Armour +3 Defense +10 (+3 eff.) Phys.save +14 (+5 eff.) Mind.save +11 (+4 eff.) A pair of boots made of leather. |
cashmere wizard hat 'Urerab' (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Crit.mult +10.00% Dmg.mod +6% mind ----- def ----- Defense +2 (+0 eff.) Resists +3% lightning +6% cold +9% blight Mind.save +7 (+3 eff.) ---------- misc Max.hate +2.00 A pointy cloth hat, very wizardly... |
Tidesnake (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +3% cold Res.pen +5% acid +25% cold ----- def ----- Armour +1 Fatigue +1% Resists +3% acid +6% fire +3% darkness A cap made of leather. |
Shockhunger (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Dmg.mod +13% acid Res.pen +10% lightning Melee Ret 8 mind 10 lightning ----- def ----- Defense +2 (+0 eff.) Resists +19% acid +6% darkness A pointy cloth hat, very wizardly... |
hardened leather cap 'Arulle' (0 def, 11 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +6 Str +2 Dex ----- def ----- Armour +11 Fatigue +3% Resists +9% mind Spell.save +12 (+4 eff.) A cap made of leather. |
5 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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
8 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. |
14 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. |
2 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. |
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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
145 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. |
Saloyatha the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +4 Str +1 Dex +5 Wil +2 Cun ----- def ----- Phys.save +6 (+2 eff.) Heal.mod +12% ---------- misc Light +3 See.Invis +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. |
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 83.35 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 83.35 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. |
Lorydudig (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Cun +1 Str dps ---------- Crit.mult +20.00% Mind.pwr +10 (+3 eff.) Dmg.mod +6% nature ----- def ----- Resists +11% nature ---------- misc Max.psi +10.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
Blackseam [power 116] (20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% darkness Res.pen +15% darkness Melee Ret 4 acid On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By Raih Possesswhil the Doomelf Possessor level 6
79th Pyre 122nd year of Ascendancy at 00:22 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Raih Possesswhil the Doomelf Possessor level 10
35th Haze 122nd year of Ascendancy at 12:25 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Raih Possesswhil the Doomelf Possessor level 20
6th Decay 122nd year of Ascendancy at 17:22 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Raih Possesswhil the Doomelf Possessor level 18
1st Decay 122nd year of Ascendancy at 06:43 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Raih Possesswhil the Doomelf Possessor level 3
78th Pyre 122nd year of Ascendancy at 05:33 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Raih Possesswhil the Doomelf Possessor level 9
34th Haze 122nd year of Ascendancy at 01:20 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Raih Possesswhil the Doomelf Possessor level 16
55th Haze 122nd year of Ascendancy at 15:59 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Raih Possesswhil the Doomelf Possessor level 15
48th Haze 122nd year of Ascendancy at 22:06 see stats
Log
Raih Possesswhil picks up (w.): hardened leather cap 'Arulle' (0 def, 11 armour).
The shield around Raih Possesswhil crumbles.
Burning from Glorawe the gigantic gravity worm hits Raih Possesswhil for (39 absorbed), 0 fire (0 total damage).
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Raih Possesswhil is no longer empowered.
Raih Possesswhil converts some damage to Psi!
Burning from Glorawe the gigantic gravity worm hits Raih Possesswhil for 6 to psi, 31 fire (37 total damage).
Sandworm burrower is not dazed anymore.
Raih Possesswhil converts some damage to Psi!
Burning from Glorawe the gigantic gravity worm hits Raih Possesswhil for 6 to psi, 31 fire (37 total damage).
Raih Possesswhil stops burning.
Resting starts...
Raih Possesswhil no longer revels in blood quite so much.
Talent Shockstar is ready to use.
Talent Rune: Shielding is ready to use.
Raih Possesswhil's skin returns to normal.
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Talent Juggernaut is ready to use.
Rested for 33 turns (stop reason: all resources and life at maximum).
Raih Possesswhil picks up (o.): cured leather armour (6 def, 4 armour).
Raih Possesswhil deactivates Numbing Poison.
Raih Possesswhil deactivates Apply Poison.








































































