










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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! 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:
Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Writhing One |
| Level / Exp | 18 / 6% |
| Size | small |
| Lifes / Deaths | Killed by Aeruta the red crystal at level 10 on the 6th Mirth 122nd year of Ascendancy at 11:01 0 / 7Killed by Velora the crimson crystal at level 10 on the 6th Mirth 122nd year of Ascendancy at 13:21 Killed by shadow at level 11 on the 2nd Flare 122nd year of Ascendancy at 03:13 Killed by Ce'Neriayamira the copperhead snake at level 14 on the 5th Dusk 122nd year of Ascendancy at 19:56 Killed by Ce'Neriayamira the copperhead snake at level 14 on the 5th Dusk 122nd year of Ascendancy at 21:49 Killed by Adytira the elven warrior at level 14 on the 8th Dusk 122nd year of Ascendancy at 09:35 Killed by Mayotta the midge swarm at level 18 on the 13rd Haze 122nd year of Ascendancy at 15:20 |
Primary Stats
| Strength | 28 (base 30) |
| Dexterity | 11 (base 10) |
| Constitution | 19 (base 19) |
| Magic | 41 (base 41) |
| Willpower | 19 (base 10) |
| Cunning | 24 (base 10) |
Resources
| Life | -5/492 |
| Insanity | 1/100 |
| Healing Factor | 1.4814285714286 |
| Regeneration | 60.93115714286 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +104% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 2 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 32 |
| Accuracy | 24 |
| Crit Chance | 9% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +25% |
| Light | +11% |
| Temporal | +8% |
| Blight | +23% |
| Physical | +9% |
| Darkness | +29% |
| All | +5% |
Offense: Damage Penetration
| Nature | +5% |
| Darkness | +5% |
| Mind | +5% |
| Temporal | +5% |
Defense: Base
| Armour (hardiness) | 45.551211628464 (74.117647058824%) |
| Defense | 13 |
| Ranged Defense | 21 |
| Fatigue | 27 |
| Physical Save | 21 |
| Spell Save | 23 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Blight | + 28%( 70%) |
| Arcane | + 11%( 70%) |
| Cold | + 53%( 70%) |
| All | + 6%( 70%) |
| Lightning | + 37%( 70%) |
| Temporal | + 17%( 70%) |
| Mind | + 29%( 70%) |
| Physical | + 8%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Stun Resistance | 89% |
| Confusion Resistance | 89% |
| Teleport Resistance | 25% |
| Instadeath Resistance | 100% |
| Silence Resistance | 54% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 199 life over 5 turns. Its effects scale with your Magic stat. |
| 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 134 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
| Demented / Horrific body | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Demented / Disfigured face | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Chaos Orbs |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | Huge cut that bleeds, doing 4.01 physical damage per turn. Bleeding |
| detrimental effect | Fatigue from poor sleep, dealing 15.14 mind damage per turn. Restless Night |
| beneficial effect | A flow of life spins around the target, regenerating 39.88 life per turn. Regeneration |
| beneficial effect | The target is wide awake and has 101% resistance to sleep effects. Insomnia |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | 1 pustules increasing resistance by 2%. Putrescent Pustule |
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 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * '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.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 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 | pair of iron boots 'Barovor' (0 def, 9 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +9 Fatigue: +2% Changes resistances: +3% acid / +9% mind / +5% arcane Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Teleport immunity: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +4 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 'Deepshunter' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness Changes resistances: +6% mind / +7% cold Changes resistances penetration: +5% darkness / +5% mind Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | iron pickaxe 'Lightningoath' (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +1 Physical crit. chance: +2.0% Armour: +6 Defense: +9 (+8 eff.) Ranged Defense: +9 (+4 eff.) Changes stats: +1 Str / +2 Cun / +1 Con Changes damage: +3% lightning Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | painweaver's gold ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+4 eff.) Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 12 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 6 bleed Changes stats: +3 Cun Changes damage: +5% all Hate when firing a critical mind attack: +1.00 Maximum hate: +9.00 Spellpower: +7 (+2 eff.) Mindpower: +8 (+4 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| On fingers | copper ring 'Cuthochak'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning / +12% temporal Changes resistances penetration: +5% temporal Changes damage: +11% lightning / +3% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Emotha the steel longsword (22.5-31.5 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +14 lightning Burst (radius 1) on hit: +4 mind When wielded/worn: Changes stats: +2 Cun Mental save: +6 (+3 eff.) Maximum hate: +4.00 Sharp, long, and deadly. |
| On hands | Blackwolf the rough leather gloves (0 def, 7 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage (Melee): 6 physical Damage when hit (Melee): 8 darkness Changes stats: +3 Cun / +4 Con Changes damage: +6% darkness / +4% physical Light radius: +2 See invisible: +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | impenetrable iron plate armour of Eyal (3 def, 12 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +12 Defense: +3 (+3 eff.) Fatigue: +20% Life regen: +1.00 Maximum life: +45.00 Healing mod.: +11% A suit of armour made of metal plates. |
| Cloak | Corruptionwrest (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +3% blight / +9% cold / +9% mind / +2% physical Changes resistances penetration: +5% nature Stun/Freeze immunity: +10% Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | BrightmaliceInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +3 Dex Changes resistances: +11% lightning / +10% fire / +14% cold Changes damage: +6% light / +6% lightning Stun/Freeze immunity: +23% Amulets can have magical properties. |
Inventory
healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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... |
restful copper amulet of strength (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str Life regen: +1.20 Amulets can have magical properties. |
stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% temporal Pinning immunity: +20% Knockback immunity: +22% Amulets can have magical properties. |
starlit copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% light / +10% darkness Blindness immunity: +20% Amulets can have magical properties. |
Silent Blade (25-32.5 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 55% Dex, 35% Str 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 (+5 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
iron longsword (12-16.8 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
thought-forged iron longsword of daylight (10-14 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.0 - 14.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 11% chance to cause random gloom Damage (Melee): +5 mind / +6 light Damage against: +7% Undead When wielded/worn: Changes stats: +1 Cun / +1 Wil Sharp, long, and deadly. |
Dourdeath the steel mace (25.5-35.7 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +6 acid When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes damage: +3% darkness Blunt and deadly. |
Cracklekiss the iron waraxe (16.5-23.1 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 16.5 - 23.1 Uses stat: 100% Str Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% Burst (radius 1) on hit: +4 lightning / +4 nature When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +6% nature Changes damage: +3% lightning One-handed war axes. |
grounding rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +5% temporal A belt that goes around your waist. |
Charrain (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +9% fire Changes damage: +3% mind Maximum life: +32.00 Maximum hate: +2.00 Maximum psi: +30.00 Mindpower: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xanamita the pair of iron boots (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Changes stats: +1 Str / +2 Mag / +2 Wil / +4 Cun Stamina each turn: +0.40 Maximum stamina: +12.00 See invisible: +12 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of rushing (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Str / +2 Con It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets 'Baryndil' (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 fire Changes stats: +3 Str / +1 Con Changes resistances: +5% fire / +6% temporal Changes damage: +4% fire Silence immunity: +5% Stun/Freeze immunity: +15% See invisible: +6 Metal gloves protecting the hands up to the middle of the lower arm. |
radiant iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+5 eff.) Armour: +1 Damage (Melee): 7 light Changes stats: +2 Dex Changes resistances: +6% light Changes damage: +3% light Metal gloves protecting the hands up to the middle of the lower arm. |
storm iron gauntlets of dexterity (+3) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +1 Damage (Melee): 5 lightning Changes stats: +3 Dex Changes resistances: +5% lightning Changes damage: +4% lightning Metal gloves protecting the hands up to the middle of the lower arm. |
Morningwild the iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +3 Fatigue: +5% Changes stats: +2 Str / +3 Mag / +2 Wil / +3 Con Changes damage: +12% light Light radius: +3 Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Unlightwill (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +6 Str / +2 Dex / +1 Mag / +3 Con Changes damage: +3% darkness Grants telepathy: Humanoid/Orc A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of dexterity (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex A cap made of leather. |
5 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. |
55 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Skyborn' (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 4 lightning Changes stats: +1 Cun / +1 Str Changes resistances: +3% light / +3% acid Changes damage: +9% lightning Spell save: +12 (+6 eff.) Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 39 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +5% fire 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. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
4 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. |
11 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. |
10 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
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Abbaxoth the Yeek Writhing One level 17
51st Dusk 122nd year of Ascendancy at 13:19 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Abbaxoth the Yeek Writhing One level 10
1st Mirth 122nd year of Ascendancy at 23:06 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Abbaxoth the Yeek Writhing One level 18
61st Dusk 122nd year of Ascendancy at 07:18 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Abbaxoth the Yeek Writhing One level 10
10th Mirth 122nd year of Ascendancy at 09:26 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Abbaxoth the Yeek Writhing One level 14
1st Dusk 122nd year of Ascendancy at 21:57 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Abbaxoth the Yeek Writhing One level 14
8th Dusk 122nd year of Ascendancy at 09:35 see stats
Log
Mayotta the midge swarm shoots!
Mayotta the midge swarm's Shoot hits Abbaxoth for 20 physical, 1 physical (21 total damage).
Abbaxoth is no longer sleeping.
Abbaxoth had a restless night.
Mayotta the midge swarm is free from the tendril.
Mayotta the midge swarm shoots!
Thought-forged bowman is free from the tendril.
Abbaxoth resists the mind attack!
Abbaxoth shrinks back.
Talent Rune: Shielding is ready to use.
Talent Constrict is ready to use.
Abbaxoth hits Thought-forged bowman for 10 light, 8 darkness (17 total damage).
Bleeding from Mayotta the midge swarm hits Abbaxoth for 2 physical damage.
Restless Night from Mayotta the midge swarm hits Abbaxoth for 6 mind damage.
Thought-forged bowman hits Abbaxoth for 2 physical damage.
Thought-forged bowman receives 7 healing.
Abbaxoth casts Rune: Shielding.
A shield forms around Abbaxoth.
Abbaxoth uses Infusion: Regeneration.
Abbaxoth starts regenerating health quickly.
Mayotta the midge swarm's Shoot hits Abbaxoth for (31 absorbed), 0 physical, (1 absorbed), 0 physical (0 total damage).
Mayotta the midge swarm shoots!
Mayotta the midge swarm's Shoot hits Abbaxoth for (36 absorbed), 0 physical, (1 absorbed), 0 physical (0 total damage).
Mayotta the midge swarm looks less like a statue.
Mayotta the midge swarm uses Mind Sear.
Your shield crumbles under the damage!
The shield around Abbaxoth crumbles.
Saving game...









































































