









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Writhing One |
Level / Exp | 22 / 94% |
Size | medium |
Lifes / Deaths | Killed by plasmic disruptor at level 1 on the 74th Pyre 122nd year of Ascendancy at 14:24 0 / 6Killed by Layotta the white wolf at level 10 on the 10th Mirth 122nd year of Ascendancy at 14:18 Killed by thief at level 13 on the 64th Dusk 122nd year of Ascendancy at 10:32 Killed by Mayarin the sand-drake at level 17 on the 27th Haze 122nd year of Ascendancy at 02:44 Killed by Derhurth the dwarf at level 19 on the 64th Haze 122nd year of Ascendancy at 13:16 Killed by Ce'Nolle the thief at level 22 on the 40th Pyre 123rd year of Ascendancy at 10:40 |
Primary Stats
Strength | 37.997161743878 (base 47) |
Dexterity | 15 (base 10) |
Constitution | 1 (base 13) |
Magic | 47 (base 45) |
Willpower | 13 (base 10) |
Cunning | 17 (base 10) |
Resources
Life | -98/532 |
Mana | 241/241 |
Insanity | 37/100 |
Healing Factor | 1.031052631579 |
Regeneration | 3.1447105263158 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 3 |
Offense: Mainhand
Damage | 62 |
Accuracy | 49 |
Crit Chance | 13% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +41% |
Light | +24% |
Blight | +30% |
Mind | +24% |
Fire | +36% |
All | +9% |
Offense: Damage Penetration
Blight | +25% |
Acid | +10% |
Mind | +25% |
Defense: Base
Armour (hardiness) | 43.5 (80%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 16 |
Physical Save | -11 |
Spell Save | -5 |
Mental Save | 14 |
Defense: Resistances
Nature | + 1%( 70%) |
Acid | + 7%( 70%) |
Darkness | + 24%( 70%) |
Temporal | + 4%( 70%) |
Blight | 0%( 70%) |
Arcane | 0%( 70%) |
Cold | + 12%( 70%) |
All | -5%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 35% |
Poison Resistance | 11% |
Confusion Resistance | 23% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 21 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: 27 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 220 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Magic stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
talent | Chaos Orbs |
detrimental effect | The target is hexed, granting it 36% chance each turn to be dazed for 3 turns. Pacification Hex |
detrimental effect | The target is hexed. Each time it uses an ability it takes 47.62 fire damage, and talent cooldowns are increased by 43% plus 1 turn. Burning Hex |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | The target is infected by a disease, reducing its constitution by 18 and doing 30.60 blight damage per turn. Rotting Disease |
detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 10% feedback damage from all damage done. Empathic Hex |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | On death will restore to the source up to 2 times the vim's worth. Bleak Outcome |
beneficial effect | 3 stacks, +9% to all damage dealt. Chaos Orbs |
detrimental effect | The target is poisoned, taking 13.28 nature damage per turn. Damage dealt is reduced by 10%. Deadly Poison |
detrimental effect | The target is infected by a disease, reducing its strength by 18 and doing 30.60 blight damage per turn. Weakness Disease |
beneficial effect | 5 pustules increasing resistance by 15%. Putrescent Pustule |
detrimental effect | The target is cursed, reducing defence and all saves by 38. Curse of Defenselessness |
detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
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 successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You failed to protect the lost sun paladin from death by electric eel. Escort: lost sun paladin (level 3 of Trollmire) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Strength by +2. | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 |
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. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 78. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. 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 honey tree root. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed wretchling eyeball. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed vial of greater demon bile. * '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: * 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.' * '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.' | 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 |
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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | ![]() 3.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +4 Fatigue -3% Resists +9% cold +5% arcane +9% temporal Crit.dmg- 15.00% Phys.save +7 (+7 eff.) Mind.save +9 (+7 eff.) ---------- misc Max.enc +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This object's appearance was changed to pair of hardened leather boots. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: Stats +4 Cun +3 Con dps ---------- Dmg.mod +15% light ----- def ----- Crit.dmg- 10.00% ---------- misc Light +6 Infravis +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to The Face of Fear. |
Tool | ![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Crit.mult +5.00% S.pwr/crit +6 On Hit (Melee): * 30% chance to blind ----- def ----- Spell.save +12 (+12 eff.) ---------- misc Vim/s.crit +5.00 Light +2 Talents +2 Volcano Cooldown Volcano -2 Disarm traps (20 bonus disarm power, based on Magic) along a range 3 line Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +6% nature +5% blight Max.HP +43.00 HP.reg +0.50 Heal.mod +11% Poison- +11% Disease- +10% Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% darkness ----- def ----- Armour +4 Resists +22% darkness Rings can have magical properties. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Dmg.mod +15% mind Res.pen +10% acid +25% mind On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +6% acid Mind.save +10 (+8 eff.) A belt that goes around your waist. |
In main hand | ![]() 3.0 T3 waraxe 1H weapon [Ego] Nature/Master Power 29.0 - 40.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +18 insidious poison One-handed war axes. This object's appearance was changed to River's Fury. |
On hands | ![]() 1.0 T3 hands armor [Ego+] Master While equipped: Stats +2 Str +5 Dex +3 Cun dps ---------- Acc +12 (+4 eff.) ----- def ----- Armour +2 Phys.save +6 (+6 eff.) ---------- misc Cooldown Double Strike -1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This object's appearance was changed to rough leather gloves. |
Main armor | ![]() 14.0 T3 heavy armor [Random Unique] Nature/Master While equipped: dps ---------- Spell.crit +1% Crit.mult +5.00% Dmg.mod +12% darkness ----- def ----- Armour +20 Defense +3 (+0 eff.) Fatigue +16% Resists +5% acid +7% cold +6% darkness HP.reg +2.30 ---------- misc Stam/turn +0.50 Breathe water A suit of armour made of mail. This object's appearance was changed to Robe of the Worm (Improved). |
Cloak | ![]() 2.0 T3 cloak armor [Ego] Nature/Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) Fatigue -2% Max.HP +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to cashmere cloak. |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +8 (+4 eff.) Dmg.mod +12% blight +27% fire Res.pen +25% blight Melee Ret 16 fire ----- def ----- Mind.save +8 (+7 eff.) Confus- +13% Amulets can have magical properties. |
Inventory
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 485% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 4 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% temporal Pinning- +23% Knockbk- +20% Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +6 Dex +4 Cun +8 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +0.50 ---------- misc Stam/turn +0.50 Amulets can have magical properties. |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-7 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Arcane Power 36.5 - 58.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +17 cold While equipped: Stats +5 Wil +2 Mag dps ---------- Spell.pwr +12 (+4 eff.) Massive two-handed swords. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 7.5 - 8.3 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +11 (+6 eff.) ----- def ----- Max.HP +19.00 HP.reg +0.90 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. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Cold Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+3 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
![]() 5.0 T3 staff 2H weapon [Ego+] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Wil +1 Mag dps ---------- Phys.crit +7.0% Spell.crit +3% Crit.mult +11.00% Spell.pwr +12 (+4 eff.) Dmg.mod +20% acid ---------- misc Max.mana +46.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +8 temporal While equipped: Stats +2 Wil dps ---------- S.pwr/crit +4 Dmg.mod +3% temporal On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Spell.save +10 (+10 eff.) One-handed war axes. |
![]() 3.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 head armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Defense +2 (+0 eff.) Resists +5% blight +16% fire +9% nature A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor [Ego] Nature/Master While equipped: Stats +5 Dex ----- def ----- Armour +4 Fatigue +4% Resists +7% lightning +7% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T3 heavy armor [Rare] Master While equipped: Stats +7 Str +3 Mag +5 Wil ----- def ----- Armour +14 Defense +3 (+0 eff.) Fatigue +10% Crit.dmg- 15.00% Phys.save +10 (+10 eff.) ---------- misc Telepathy Demon/Minor Demon/Major A suit of armour made of mail. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +3 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 heart corpse [Plot Item] Nature 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T3 shot ammo Reqs Dex 24 [Normal] Power 34.0 - 40.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 21 Shots are used with slings to pummel your foes to death. |
![]() 0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con 4 charge(s). Reduce the duration of all detrimental effects. Uses 10 power out of 4/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By North'Ul the Cornac Writhing One level 13
30th Dusk 122nd year of Ascendancy at 13:49 see stats
By North'Ul the Cornac Writhing One level 18
33rd Haze 122nd year of Ascendancy at 08:48 see stats
By North'Ul the Cornac Writhing One level 16
15th Haze 122nd year of Ascendancy at 10:58 see stats
By North'Ul the Cornac Writhing One level 10
10th Mirth 122nd year of Ascendancy at 13:08 see stats
By North'Ul the Cornac Writhing One level 20
8th Allure 123rd year of Ascendancy at 09:24 see stats
By North'Ul the Cornac Writhing One level 14
64th Dusk 122nd year of Ascendancy at 21:26 see stats
By North'Ul the Cornac Writhing One level 11
8th Flare 122nd year of Ascendancy at 10:32 see stats
By North'Ul the Cornac Writhing One level 16
23rd Haze 122nd year of Ascendancy at 14:32 see stats
By North'Ul the Cornac Writhing One level 19
79th Haze 122nd year of Ascendancy at 14:19 see stats
By North'Ul the Cornac Writhing One level 19
64th Haze 122nd year of Ascendancy at 16:10 see stats
Log
North'Ul is poisoned!
North'Ul is disarmed!
North'Ul damages himself through Martyrdom!
North'Ul hits Something for 20 fire damage.
Something hits North'Ul for 9 physical, 5 fire (14 total damage).
Deadly Poison from Ce'Nolle the thief hits North'Ul for 15 nature damage.
Weakness Disease from Ce'Nolle the thief hits North'Ul for 44 blight damage.
North'Ul receives 10 healing from Something.
Something hits North'Ul for 208 blight damage.
Deadly Poison from Ce'Nolle the thief hits North'Ul for 15 nature damage.
Weakness Disease from Ce'Nolle the thief hits North'Ul for 48 blight damage.
North'Ul receives 10 healing from Something.
North'Ul is afflicted by a rotting disease!
North'Ul casts Shed Skin.
A shield forms around North'Ul.
Something hits North'Ul for (72 absorbed), 0 fire (0 total damage).
North'Ul is dazed!
North'Ul is not dazed anymore.
North'Ul recovers sight.
North'Ul is no longer illuminated.
Rotting Disease from Ce'Nolle the thief hits North'Ul for (46 absorbed), 0 blight (0 total damage).
Deadly Poison from Ce'Nolle the thief hits North'Ul for (14 absorbed), 0 nature (0 total damage).
Weakness Disease from Ce'Nolle the thief hits North'Ul for (45 absorbed), 0 blight (0 total damage).
North'Ul receives 9 healing from Carrion worm mass's wormblight area effect.
Your shield crumbles under the damage!
The shield around North'Ul crumbles.
Saving game...