Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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! 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Odyssey of The Summoner 1.5.5This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Mantis |
| Class | Ritch |
| Level / Exp | 26 / 7% |
| Size | tiny |
| Lifes / Deaths | Killed by Areba the giant fire ant at level 17 on the 7th Haze 122nd year of Ascendancy at 12:14 4 / 2Killed by snow giant boulder thrower at level 24 on the 53rd Haze 122nd year of Ascendancy at 21:06 |
Primary Stats
| Strength | 34 (base 29) |
| Dexterity | 53 (base 50) |
| Constitution | 12 (base 8) |
| Magic | 9 (base 10) |
| Willpower | 50 (base 32) |
| Cunning | 23 (base 10) |
Resources
| Life | 747/747 |
| Fury | 126/126 |
| Stamina | 275/275 |
| Equilibrium | 10 |
| Healing Factor | 1.1464835164835 |
| Regeneration | 13.528505494505 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 3 |
| Infravision | 4 |
| See Stealth | 10 |
| See Invisible | 5 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +16% |
| Acid | +12% |
| Darkness | +15% |
| Nature | +9% |
Offense: Damage Penetration
| Physical | +6% |
| All | +1% |
Defense: Base
| Armour (hardiness) | 32.5 (32%) |
| Defense | 45 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 22 |
| Mental Save | 24 |
Defense: Resistances
| Nature | + 15%( 70%) |
| Darkness | + 23%( 70%) |
| Cold | + 12%( 70%) |
| Temporal | + 7%( 70%) |
| Blight | 0%( 70%) |
| Physical | + 8%( 70%) |
| Fire | -4%( 70%) |
| All | + 2%( 70%) |
Defense: Immunities
| Disarm Resistance | 76% |
| Bleed Resistance | 20% |
| Confusion Resistance | 5% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (0/0)
Class Talents
| Wild-child / Fervency | 1.10 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Severance | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-heart / Strewn | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Wild-heart / Perseverance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Firestarter | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-child / Extravagancy | 1.10 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Ego / Mantis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-heart / Wing Pod | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Inner Animal | 0.90 |
| 1/5 |
| 2/5 |
| 3/5 |
| 2/5 |
| 0/10 |
| 0/10 |
| 1/10 |
| 0/10 |
| Wild-heart / Bloodletting Beast | 1.10 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-child / Cold-Blooded | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Wild-child / Cutting Edge | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-heart / Natural Combat | 1.00 |
| 2/10 |
| 9/10 |
| 1/10 |
| 1/10 |
| 1/10 |
| 0/10 |
| 5/10 |
| 1/10 |
Effects
| talent | Concealed Blade |
| talent | Pernicious Needle |
| talent | Ignis Infernus |
| talent | Wild Savagery |
| talent | Macabre End |
| talent | Strong-Arm |
| beneficial effect | These weapons won't last forever... Impermanenceiron, balanced [122/179] iron, massacre [123/177] iron, massacre [208/229] steel, erosion, quick [145/163] |
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. | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Savage Strength (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Luck by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Growing Bones (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
In an attempt to solve the mystery of your being, The Summoner has commanded you to explore some nearby places. Jogging memories (part 1)- You have, indeed, confirmed the presence of trolls. Though, you already knew that. - There was the Shade of an old sorcerer within. Keyword: 'Was'. - You have visited Derth. As he said, they were accommodating, despite yourself being an incandescently-glowing monster. | done |
It seems The Summoner is safe. More importantly, he has new tasks in mind for you: Jogging memories (part 2)The Old Forest is just south of the town of Derth. The Maze is to the west of Derth. The Sandworms' Lair is to the far west of Derth, near the sea. The Daikara is far to the east of Derth, past the Thaloren forest. * You have explored the Old Forest. Go tell the Summoner what you saw! * You have explored the Maze. Go tell the Summoner what you saw! * You have explored the Sandworm Lair. Go tell the Summoner what you saw! * You have explored the Daikara. Go tell the Summoner what you saw! | active |
They say in the cycle of reincarnation, karma chooses your new form based on the choices you made in a previous life. Reflections: Born KillerWith that said, you have become a Ritch. What could this possibly mean...? *** Investigation You recall being a connoisseur of knives and blades. Surely, you need only examine a few about the world before finding one that once changed hands with you. - (Silent Blade) A weapon used by yourself and all of your friends and associates. It seems you were a silent assassin of some sort. - (Umbral Razor) You recall this being a gift from the mages of Angolwen. Strange... You even knew the name of the place. Have you been there before...? *** "Murder" You died... Or, were you killed? What exactly happened on that day...? How could you possibly retrace your steps...? - There was a blade involved. Yours...? Theirs...? Whose... - ... Yes, it was you-- You were punctured. - But wait-- So were they. He taunted you in his death, describing the poison he'd coated the blade with. - It was a spiteful, last-ditch attempt at trumping you. For some reason, it seems he intended to take you down with him. - You were betrayed; the one you were targetting somehow got away, despite how certain his death was. Someone helped him... And left you to die. - You spent every last second burning that painful sensation into your mind. It proved useful, as THIS is what has allowed you to recall these moments! - As your life was beginning to fade, you begun reflecting on your past, considering how terribly you've caused all your victims to suffer. | active |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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 wretchling eyeball. * You've found the needed orc heart. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed warg claw. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 |
You are in the body of a wilder's summon! To he who calls- The Summoner is safe from his enemies. - The Summoner is going to relocate to a safer place. Find his new place and you can discuss with him what has happened to you... | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Tool | Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Talent mastery: +0.20 Wild-heart / Strewn Light radius: +1 See stealth: +10 N.Attacks granted: +1 Claws It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 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. |
| Tool | Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+6 eff.) Mindpower: +3 (+2 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 61 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| Left hook | iron longsword 'Poriwyn' (116% power, 4 apr) [durability 123/177]Requires: - Talent Engraft Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 116% Range: 1.4x Uses stats: 80% Str, 80% Dex Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +12 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Blindness immunity: +5% Cut immunity: +20% Confusion immunity: +5% Durability: 123/177 Sharp, long, and deadly. |
| Around neck | serendipitous gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +8 (+3 eff.) Changes stats: +7 Lck Blindness immunity: +15% Infravision radius: +4 Sight radius: +2 See invisible: +5 Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
| Right hook | Scabvortex the iron longsword (103% power, 4 apr) [durability 122/179]Requires: - Talent Engraft Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 103% Range: 1.4x Uses stats: 80% Str, 80% Dex Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +2.5% Attack speed: 100% Burst (radius 2) on crit: +4 physical When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +6 (+1 eff.) Armour: +5 Defense: +6 (+2 eff.) Effects on melee hit: * Slows global speed by 15% Disarm immunity: +20% Stamina each turn: +0.80 Healing mod.: +5% Durability: 122/179 Sharp, long, and deadly. |
| Light source | MiremarkInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 nature Changes stats: +4 Wil Changes resistances: +12% nature Changes damage: +9% nature / +12% acid Critical mult.: +11.00% Light radius: +2 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 | Hathekhad the elven-silk wizard hat (3 def, 4 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +1 Physical crit. chance: +2.0% Armour: +4 Defense: +3 (+1 eff.) Changes stats: +10 Cun / +9 Wil Changes resistances: +22% darkness / +2% physical Changes resistances penetration: +5% physical Changes damage: +15% darkness Maximum stamina: +15.00 Mindpower: +8 (+4 eff.) A pointy cloth hat, very wizardly... |
| Cloak | Loreleg (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Effects on melee hit: * 10 arcane resource burn * Slows global speed by 30% Changes stats: +1 Mag Changes resistances: +11% cold / +3% fire / +6% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Inventory
copper amulet of cunning (+3) =+Cun=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Amulets can have magical properties. |
Silent Blade (129% power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 35% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spellblaze Shard (120% power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 120% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (129% power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 45% Dex, 10% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 55.92 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
(Trimmed) Satyrspitter (122% power, 4 apr) [durability 294/294]Requires: - Talent Engraft Crafted by a master 2.00 Encumbrance. Type: weapon / greatsword ; tier 2 Power: 122% Range: 1.6x Uses stats: 80% Str, 80% Dex Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +12 light / +8 nature When wielded/worn: Armour: +10 Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 16 nature Changes damage: +6% nature / +3% light Durability: 294/294 Massive two-handed swords. |
(Trimmed) steel greatsword 'Deliregondur' (119% power, 4 apr) [durability 368/368]Requires: - Talent Engraft Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 Power: 119% Range: 1.6x Uses stats: 80% Str, 80% Dex Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +9.0% Armour: +9 Fatigue: -6% Changes stats: +2 Cun / +3 Wil Changes resistances: +13% acid / +12% fire / +13% lightning / +13% cold Spell save: +9 (+5 eff.) Durability: 368/368 Massive two-handed swords. |
Hanuromindur the voratun longsword (151% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to cause random gloom * 8% chance to corrode armour by 30% Damage (Melee): +22 mind When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +12 (+4 eff.) Fatigue: -8% Changes stats: +4 Dex / +7 Wil / +4 Cun Changes resistances penetration: +6% acid Disarm immunity: +35% Life regen: +1.00 Sharp, long, and deadly. |
Kidur the steel longsword (114% power, 10 apr) [durability 286/286]Requires: - Talent Engraft Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 114% Range: 1.4x Uses stats: 80% Str, 80% Dex Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +7 nature / +8 temporal When wielded/worn: Armour: +14 Changes damage: +9% mind / +18% physical Stamina each turn: +0.40 Only die when reaching: -60.00 life Durability: 286/286 Sharp, long, and deadly. |
truestriking dwarven-steel longsword of the leech (125% power, 8 apr) [durability 201/201]Requires: - Talent Engraft Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 125% Range: 1.4x Uses stats: 80% Str, 80% Dex Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +8 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 8% * leeches stamina from the target When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +5 Armour: +11 Damage when hit (Melee): 6 nature slow Changes resistances penetration: +7% physical Durability: 201/201 Sharp, long, and deadly. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 31 turns) =Digging=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Bladed Rift =Ritch vault=Requires: - Level 35 Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +10 (+10 eff.) Mindpower: +10 (+4 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. This item has been sent to the Item's Vault. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
stralite torque of charged psionic shield [power 93] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 93 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Assassin's Touch Assassin's Touch1.00 Encumbrance. [Unique] Type: tool / trophy ; tier 3 When wielded/worn: Talent masteries: +0.20 Wild-child / Cold-Blooded +0.20 Cunning / Poisons Talent granted: +1 Apply Poison A trophy from Assassin Lord. Their body was savaged in various ways (47 overkill). You estimate its worth at 16.89 gold. Not so much the Assassin Lord's head-- But a small vial of poison he used for coating his weapons... |
Bill's Brawn Bill's Brawn1.00 Encumbrance. [Unique] Type: treasure / trophy ; tier 2 When carried: Physical power: +5 (+1 eff.) Changes resistances: -10% fire Changes damage: +10% physical A trophy from Bill the Stone Troll. Their body was savaged in various ways (4 overkill). You estimate its worth at 12.06 gold. Even long after this arm was severed, the muscles still remain tense and taut... |
Earthen Heart Earthen Heart21.00 Encumbrance. [Unique] Type: treasure / trophy ; tier 3 When carried: Changes stats: +5 Str / +5 Con Talent mastery: +0.20 Wild-heart / Stone Flesh A trophy from Harkor'Zun. Their body was savaged in various ways (146 overkill). You estimate its worth at 19.30 gold. To the untrained eye, a lump of rock. Otherwise, the head of a mighty earth elemental! |
Peace of Nature Peace of Nature1.00 Encumbrance. [Unique] Type: ornament / trophy ; tier 3 When wielded/worn: Changes resistances: +10% nature / +10% blight Life regen: +3.00 A trophy from Wrathroot. They were killed by 722 PHYSICAL damage from something unknown. You estimate its worth at 23.32 gold. This single golden leaf you retrieved from Wrathroot's remains is alive and never seems to wither... |
Rantha's Plight Rantha's Plight1.00 Encumbrance. [Unique] Type: treasure / trophy ; tier 3 It can be used to frighten dragons, costing 50 power out of 80/80. A trophy from Rantha the Worm. Their body was savaged in various ways (40 overkill). You estimate its worth at 24.13 gold. This icy dragon's face is frozen with abject fear, dread in its eyes. What is mostly disturbing is how you can tell... |
THE Heart of Gloom THE Heart of Gloom1.00 Encumbrance. [Unique] Type: treasure / trophy ; tier 2 When carried: Damage when hit (Melee): 1 blight Changes resistances: -2% blight / +2% nature Parameters change based on the intensity of your blighting. A trophy from The Withering Thing. Their body was savaged in various ways (52 overkill). You estimate its worth at 11.26 gold. This ragged mongrel's head seems to react to the blighting in whatever it touches. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Khelodunaneg the Hellsgrit [power 9] (6 cooldown) =Stats=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +3 Str / +2 Mag / +3 Wil / +6 Cun Changes damage: +6% fire It can be used to reveal the area around you, dispelling darkness (radius 9, power 32 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 2 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Branegodar the Mantis Ritch level 22
52nd Haze 122nd year of Ascendancy at 01:48 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Branegodar the Mantis Ritch level 21
33rd Haze 122nd year of Ascendancy at 23:37 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Branegodar the Mantis Ritch level 26
71st Haze 122nd year of Ascendancy at 05:44 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Branegodar the Mantis Ritch level 10
2nd Summertide 122nd year of Ascendancy at 12:05 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Branegodar the Mantis Ritch level 20
18th Haze 122nd year of Ascendancy at 08:32 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Branegodar the Mantis Ritch level 17
47th Dusk 122nd year of Ascendancy at 17:32 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Branegodar the Mantis Ritch level 21
34th Haze 122nd year of Ascendancy at 23:32 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Branegodar the Mantis Ritch level 15
22nd Dusk 122nd year of Ascendancy at 13:35 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Branegodar the Mantis Ritch level 12
1st Dusk 122nd year of Ascendancy at 17:05 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Branegodar the Mantis Ritch level 21
34th Haze 122nd year of Ascendancy at 17:10 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Branegodar the Mantis Ritch level 16
23rd Dusk 122nd year of Ascendancy at 12:39 see stats
Log
Today is the 71st Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 06:46.
Branegodar deactivates Ignis Infernus.
Branegodar deactivates Macabre End.
Branegodar deactivates Concealed Blade.
Branegodar deactivates Strong-Arm.
Branegodar deactivates Wild Savagery.
Branegodar deactivates Pernicious Needle.




































