









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Starting Equipment 1.6.0 Ashes of Urh'Rok 1.7.4Official Expansion!Embers of Rage 1.7.4Official Expansion!Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: FlexSpec Respec Limitation Relaxer 1.5.5 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Doomelf |
| Class | Necromancer |
| Level / Exp | 23 / 45% |
| Size | medium |
| Lifes / Deaths | Killed by Isoba the Guardian at level 23 on the 52nd Regrowth 123rd year of Ascendancy at 15:05 4 / 1 |
Primary Stats
| Strength | 12 (base 14) |
| Dexterity | 11 (base 10) |
| Constitution | 56 (base 52) |
| Magic | 75 (base 53) |
| Willpower | 30 (base 8) |
| Cunning | 18 (base 1) |
Resources
| Life | 295/295 |
| Mana | 364/364 |
| Soul | 15/15 |
| Healing Factor | 1.3100460901468 |
| Regeneration | 2.9476037028303 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 6 |
| See Invisible | 7 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 36 |
| Accuracy | 7 |
| Crit Chance | 9% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +16% |
| Nature | +12% |
| Acid | +16% |
| Arcane | +16% |
| Cold | +43% |
| All | +7% |
Offense: Damage Penetration
| Acid | +5% |
| Mind | +10% |
| Darkness | +15% |
Defense: Base
| Armour (hardiness) | 10 (30%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 37 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 29%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 18%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 35%( 70%) |
| Temporal | + 16%( 70%) |
| Mind | + 23%( 70%) |
| Fire | + 16%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Confusion Resistance | 10% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 322 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Glacial waste | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
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 |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. | 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 avoidance. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed chunk of ghoul flesh. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed electric eel tail. * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed snow giant kidney. * You've found the needed orc heart. | active |
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 |
Equipment
| On feet | pair of rough leather boots 'Sunoath' (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Crit.mult +5.00% ----- def ----- Armour +1 Resists +3% temporal +3% fire +6% cold Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Light +1 A pair of boots made of leather. |
| Light source | Arthegolar2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Crit.mult +5.00% Mind.pwr +5 (+2 eff.) ----- def ----- Resists +6% acid Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +7 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 | Dourpython (6 def, 7 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +15% darkness +10% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Armour +7 Defense +6 (+5 eff.) Fatigue +3% Resists +15% darkness +4% all Phys.save +9 (+4 eff.) A cap made of leather. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 4 turns) 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. |
| On fingers | conjurer's steel ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) Rings make your fingers look great! |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 50.11 You won the Ring of Blood trial, and this is your reward. |
| Around waist | Jaw of Rogroth1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 17/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
| In main hand | Dagelekan the dragonbone magestaff (36-43 power, 6 apr, cold element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 36.0 - 43.2 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Mag +3 Wil +6 Cun +3 Con dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +27 (+7 eff.) Dmg.mod +9% acid +36% cold +9% arcane Res.pen +5% acid ----- def ----- Resists +12% acid +5% arcane ---------- misc N.En/turn +0.20 Vim/s.crit +6.00 Max.mana +10.00 Max.vim +50.00 Max.N.En +34.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Main armor | dreamer's woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +7% all ----- def ----- Resists +10% darkness +12% mind +9% all Phys.save +11 (+5 eff.) Spell.save +11 (+4 eff.) Mind.save +20 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Blindterror (2 def, 2 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Phys.pwr +5 (+4 eff.) Dmg.mod +6% darkness Melee Ret 2 physical ----- def ----- Armour +2 Defense +2 (+2 eff.) Max.HP +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 10/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 190 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Inventory
Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
protective gold amulet0.1 T3 amulet jewelry [Ego+] Master While equipped: ----- def ----- Armour +4 Defense +5 (+5 eff.) Res.Cap +3% all Phys.save +7 (+3 eff.) Amulets make your neck look great! |
savior's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +6 (+4 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! |
warrior's copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% darkness ----- def ----- Armour +4 Resists +22% darkness Rings make your fingers look great! |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Huyon the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Dex +3 Wil dps ---------- Acc +12 (+12 eff.) ----- def ----- Resists +12% temporal Phys.save +6 (+3 eff.) Die.at -40.00 life Teleport- +20% Rings make your fingers look great! |
gold ring 'Grinorozor'0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Crit.mult +15.00% Dmg.mod +14% lightning ----- def ----- Resists +28% lightning +6% fire +12% darkness Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
infernal yew starstaff of invocation (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Crit.mult +24.00% Spell.pwr +20 (+5 eff.) S.pwr/crit +6 Melee+ 19 fire Dmg.mod +20% darkness ---------- misc See.Invis +11 Talents +1 Command Staff Conjure elemental energy in a radius 6 cone, dealing 30.14 to 36.16 darkness damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
thought-forged dwarven-steel battleaxe (34-52 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Psionic Power 34.5 - 51.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +10 mind On Hit: * 19% chance to reduce all saves and defense by 20 While equipped: Stats +6 Cun +3 Wil Massive two-handed battleaxes. |
balanced dwarven-steel waraxe of massacre (24-34 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Master Power 24.0 - 33.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Acc +8 (+8 eff.) ----- def ----- Defense +5 (+5 eff.) Disarm- +24% One-handed war axes. |
mindwoven woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) ----- def ----- Resists +10% blight +9% all Mind.save +18 (+7 eff.) Max.HP +45.00 HP.reg +1.50 Heal.mod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
troll-hide cured leather armour of the deep (6 def, 5 armour)9.0 T2 light armor Reqs Str 14 [Ego++] Nature While equipped: ----- def ----- Armour +5 Defense +6 (+5 eff.) Fatigue +7% Resists +7% acid +5% cold Max.HP +42.00 HP.reg +3.00 Heal.mod +11% ---------- misc Breathe water A suit of armour made of leather. |
steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Normal] While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
radiant steel plate armour of command (7 def, 14 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego++] Nature/Psionic While equipped: Stats +2 Cun +2 Wil ----- def ----- Armour +14 Defense +7 (+6 eff.) Fatigue +22% Resists +14% blight +15% darkness Mind.save +11 (+4 eff.) ---------- misc Light +1 A suit of armour made of metal plates. |
rough leather belt 'Yvitta'1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.crit +4% Crit.mult +5.00% Spell.pwr +3 (+1 eff.) Phasing +10% Melee Ret 2 blight ----- def ----- Mind.save +6 (+3 eff.) A belt that goes around your waist. |
cashmere wizard hat of fire (+21%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +14% fire ----- def ----- Defense +2 (+2 eff.) Resists +21% fire A pointy cloth hat, very wizardly... |
Festerumbra the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +5 Str +6 Dex +3 Mag +2 Con dps ---------- Phys.pwr +4 (+3 eff.) Melee Ret 8 nature ----- def ----- Armour +1 Fatigue +1% Resists +3% cold ---------- misc See.Invis +6 A cap made of leather. |
torn swimming goggles torn swimming goggles2.0 T1 head armor [Unique] |
hardened leather cap 'Tularand' (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +8 Lck dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +15% acid On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- Armour +3 Fatigue +3% Resists +6% blight +12% lightning Spell.save +18 (+7 eff.) A cap made of leather. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+5 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+5 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
115 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +6 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 125% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Dhalia the Doomelf Necromancer level 13
2nd Dusk 122nd year of Ascendancy at 07:38 see stats
Exterminator
Killed 1000 creatures.By Dhalia the Doomelf Necromancer level 17
75th Haze 122nd year of Ascendancy at 05:43 see stats
Hell has no fury like a demon scorned!
Escaped the Searing Halls.By Dhalia the Doomelf Necromancer level 5
77th Pyre 122nd year of Ascendancy at 10:52 see stats
Level 10
Got a character to level 10.By Dhalia the Doomelf Necromancer level 10
4th Mirth 122nd year of Ascendancy at 02:03 see stats
Level 20
Got a character to level 20.By Dhalia the Doomelf Necromancer level 20
10th Decay 122nd year of Ascendancy at 14:31 see stats
Once bitten, twice shy
Escaped the Anteroom of Agony.By Dhalia the Doomelf Necromancer level 23
19th Regrowth 123rd year of Ascendancy at 07:18 see stats
Size matters
Did over 600 damage in one attack.By Dhalia the Doomelf Necromancer level 20
1st Regrowth 123rd year of Ascendancy at 20:59 see stats
That was close
Killed your target while having only 1 life left.By Dhalia the Doomelf Necromancer level 5
77th Pyre 122nd year of Ascendancy at 18:42 see stats
The secret city
Discovered the truth about mages.By Dhalia the Doomelf Necromancer level 19
8th Decay 122nd year of Ascendancy at 11:55 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Dhalia the Doomelf Necromancer level 17
67th Haze 122nd year of Ascendancy at 14:25 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Dhalia the Doomelf Necromancer level 16
15th Haze 122nd year of Ascendancy at 13:15 see stats
Log
Dhalia's desolate waste area effect hits Isoba the Guardian for 9 cold damage.
Dhalia overcomes the gloom.
Isoba the Guardian hits Dhalia for 0 physical, 9 light, 8 blight (17 total damage).
Acid Splash from Isoba the Guardian hits Dhalia for 6 acid damage.
Melee retaliation hits Isoba the Guardian for 2 physical damage.
Dhalia casts Dread.
Isoba the Guardian uses Stun.
Dhalia is no longer being stalked by Isoba the Guardian.
Dhalia evades the effect 'Stunned'!
Isoba the Guardian hits Dhalia for 114 physical damage.
Melee retaliation hits Isoba the Guardian for 2 physical damage.
Dhalia the level 23 doomelf necromancer was impaled to death by Isoba the Guardian on level 1 of Ruined Dungeon.
You have 4 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Isoba the Guardian killed Dhalia!
Saving game...
Saving done.
Dread activates Blur Sight.
Talent Night Sphere is ready to use.
Dhalia's spell attains critical power!
Dhalia unleashes a blast of frostdusk as she crosses the veil!
Ran for 2 turns (stop reason: interesting character).
There is a Entrance to a ruined dungeon here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!
Saving game...
Saving done.





























































































