











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.0Donators/Buyers bonus! Item Notes 1.7.0Allows you to add notes to objects in your inventory or equipment which will be displayed in the object's description tooltip. Notes can be manipulated by selecting the "Add note", "Edit note" or "Remove note" entry in the object's use-item dialog. Differences between item notes and the game's built-in tagging functionality:
Items with notes will be shown in inventory lists with a purple '!' prefix. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Of Trolls and Dead Maggots 1.5.0For Drem and Demented characters from the Forbidden Cults DLC who start with The Worm That Devours quest but go to complete another starter zone to level up before entering the worm; when you complete the quest and receive your racial starter quest, the completed zones will be applied retroactively, if applicable. (For instance, if you complete Trollmire and then return and kill the worm, and if your next quest is "Of trolls and damp caves", it will reflect that Prox has already been killed.) Light From Below 1.7.4Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Phantom Warrior Class 1.7.4Introduce Phantom Warrior, a two-handed chronomancy class. Class trees: Generic trees: Known problems: This class is originally inspired by Phantom Lancer from Dota 2. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Higher |
Class | Writhing One |
Level / Exp | 24 / 37% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 40 (base 32) |
Dexterity | 11 (base 10) |
Constitution | 15 (base 13) |
Magic | 57 (base 51) |
Willpower | 18 (base 10) |
Cunning | 33 (base 25) |
Resources
Life | 925/925 |
Mana | 158/158 |
Insanity | 0/100 |
Healing Factor | 1.1960311219418 |
Regeneration | 2.691070024369 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 9 |
Infravision | 6 |
See Stealth | 43.355337427401 |
See Invisible | 42.355337427401 |
Offense: Mainhand
Damage | 63 |
Accuracy | 38 |
Crit Chance | 21% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Blight | +9% |
Physical | +3% |
Cold | +12% |
All | 0% |
Darkness | +24% |
Light | +3% |
Lightning | +9% |
Mind | +15% |
Nature | +12% |
Offense: Damage Penetration
Darkness | +15% |
Light | +5% |
Nature | +10% |
Fire | +25% |
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 32.118138619369 (71.297102139833%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 6 |
Physical Save | 39 |
Spell Save | 41 |
Mental Save | 34 |
Defense: Resistances
Acid | + 38%( 70%) |
Arcane | + 39%( 70%) |
Cold | + 21%( 70%) |
All | + 19%( 70%) |
Darkness | + 21%( 70%) |
Light | + 31%( 70%) |
Temporal | + 34%( 70%) |
Physical | + 27%( 70%) |
Lightning | + 34%( 70%) |
Fire | + 24%( 70%) |
Mind | + 21%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Disarm Resistance | 21% |
Silence Resistance | 0% |
Confusion Resistance | 18% |
Knockback Resistance | 10% |
Stun Resistance | 75% |
Instadeath Resistance | 100% |
Blind Resistance | 50% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 385 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 621% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 492 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Demented / Disfigured face | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Tentacles | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Effects
talent | Premonition |
talent | Chaos Orbs |
talent | Chant of Fortress |
beneficial effect | Linked to their horror ally gaining 19% all damage resistance. Shared Insanity |
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 injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Prox 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. * 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed length of troll intestine. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' 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 orc heart. * You've found the needed warg claw. * You've found the needed bear paw. | 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 within2 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 | ![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Melee Ret 2 nature ----- def ----- Armour +1 Resists +6% lightning +12% temporal +3% cold Phys.save +3 (+1 eff.) Max.HP +80.00 Knockbk- +10% A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness +12% cold ----- def ----- Resists +3% physical Max.HP +100.00 Blind- +35% Confus- +18% Teleport- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +8 See.Stealth +12 See.Invis +11 Track: Puts all charms on 33 cooldown Level 2.6 Pwr.cost 33 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +15% mind +6% darkness Res.pen +5% mind On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +10% darkness Melee Ret 6 darkness ----- def ----- Defense +20 (+10 eff.) Resists +1% physical Heal.mod +15% Stun/Frz- +20% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 21 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +7 (+3 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +6 (+3 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% light +3% acid On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Armour +6 Resists +9% light Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +6% nature Res.pen +5% darkness ----- def ----- Resists +6% light +6% temporal Mind.save +9 (+5 eff.) Max.HP +124.00 HP.reg +2.00 A belt that goes around your waist. |
In main hand | ![]() 3.0 T3 mace 1H weapon [Random Unique] Arcane/Master Power 26.5 - 37.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +12 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 78 damage While equipped: dps ---------- Phys.crit +7.0% Crit.mult +12.00% Res.pen +5% light +25% fire Apr +5 ----- def ----- Resists +6% fire Blunt and deadly. |
On hands | ![]() 1.0 T1 hands armor [Ego+] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Phys.save +10 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +3 (+2 eff.) Disarm- +21% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +4 Str +5 Wil +5 Cun dps ---------- Phys.crit +2.0% ----- def ----- Armour +14 Defense +3 (+2 eff.) Fatigue +6% Resists +24% acid Phys.save +11 (+4 eff.) Mind.save +14 (+7 eff.) Die.at -40.00 life A suit of armour made of mail. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +3% physical ----- def ----- Defense +1 (+1 eff.) Resists +3% mind +3% darkness Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature +9% lightning Res.pen +10% nature Melee Ret 2 light On Hit (Melee): * 20% chance to slow global speed by 43% ----- def ----- Resists +12% lightning Stun/Frz- +23% ---------- misc Light +1 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 458% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Cun +1 Mag dps ---------- Dmg.mod +3% lightning Acc +8 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Resists +6% temporal +5% arcane +3% nature ---------- misc See.Invis +3 Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 128% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +13% arcane Acc +8 (+3 eff.) ----- def ----- Resists +13% arcane Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Dex +6 Wil dps ---------- Crit.mult +20.00% ----- def ----- Mind.save +6 (+3 eff.) HP.reg +3.00 Stun/Frz- +26% Rings make your fingers look great! |
![]() 3.0 T2 longsword 1H weapon [Random Unique] Master Power 25.5 - 35.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +4 lightning While equipped: dps ---------- Res.pen +5% all Acc +7 (+3 eff.) Apr +7 On Hit (Melee): * 10% chance to slow global speed by 43% ----- def ----- Resists +9% darkness Sharp, long, and deadly. |
![]() 3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Psionic Power 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 mind +6 light Against +8% Undead On Hit: * 14% chance to reduce all saves and defense by 17 On Crit: * Splash the target with acid dealing 130 damage over 5 turns and reducing armor and accuracy by 17 While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +9% acid Melee Ret 2 acid ----- def ----- Resists +3% temporal One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +18% Summoned ----- def ----- Resists +6% darkness +6% cold D.Red.from +16% Summoned Silence- +20% Pinning- +10% Stun/Frz- +10% A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Phys.crit +3.0% Crit.mult +20.00% Spell.pwr +6 (+2 eff.) Apr +1 ----- def ----- Armour +4 Resists +6% darkness Mind.save +10 (+5 eff.) Die.at -40.00 life A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +6% blight +6% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Dmg.mod +6% acid Res.pen +5% fire Melee Ret 8 fire On Hit (Melee): * 10% chance to reduce armor by 33% ----- def ----- Defense +1 (+1 eff.) Resists +6% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Dex +3 Wil +1 Cun +1 Con ----- def ----- Defense +1 (+1 eff.) Resists +3% nature Mind.save +3 (+2 eff.) ---------- misc See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness +6% fire Melee Ret 4 darkness ----- def ----- Armour +7 Defense +1 (+1 eff.) Resists +12% fire +14% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +9% physical Apr +2 Melee Ret 6 physical ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +3% mind +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Str +1 Dex +2 Con dps ---------- Res.pen +20% physical Melee Ret 2 mind ----- def ----- Armour +1 Silence- +22% Confus- +22% Stun/Frz- +20% A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag +7 Wil +3 Con dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +7 (+2 eff.) Melee+ 10 arcane Dmg.mod +3% arcane ----- def ----- Armour +2 Resists +3% acid +4% arcane +6% nature Disease- +10% Disarm- +23% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Melee+ 6 light Dmg.mod +3% light On Hit (Melee): * 20% chance to reduce armor by 33% ----- def ----- Armour +1 Fatigue +1% Resists +12% acid +6% light +3% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 13 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 28.35 to 85.06 lightning damage (56.70 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 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 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
![]() 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. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(66 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego+] Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +4 (+2 eff.) ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 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 166 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. |
![]() 2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 121 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 32 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 236 Puts all charms on 13 cooldown 100% to increase all damage by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 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 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold 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 +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. |
![]() 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 Liailrel the Higher Writhing One level 13
3rd Flare 122nd year of Ascendancy at 18:59 see stats
By Liailrel the Higher Writhing One level 24
60th Dusk 122nd year of Ascendancy at 07:56 see stats
By Liailrel the Higher Writhing One level 10
5th Mirth 122nd year of Ascendancy at 02:35 see stats
By Liailrel the Higher Writhing One level 20
28th Dusk 122nd year of Ascendancy at 07:06 see stats
By Liailrel the Higher Writhing One level 23
57th Dusk 122nd year of Ascendancy at 19:55 see stats
By Liailrel the Higher Writhing One level 16
14th Dusk 122nd year of Ascendancy at 02:47 see stats
By Liailrel the Higher Writhing One level 9
4th Mirth 122nd year of Ascendancy at 11:37 see stats
By Liailrel the Higher Writhing One level 8
79th Pyre 122nd year of Ascendancy at 21:52 see stats
By Liailrel the Higher Writhing One level 24
60th Dusk 122nd year of Ascendancy at 06:43 see stats
By Liailrel the Higher Writhing One level 16
14th Dusk 122nd year of Ascendancy at 06:49 see stats
Log
You gain 16.19 gold from the transmogrification of Grinurach the cashmere wizard hat (2 def, 0 armour).
You gain 1.85 gold from the transmogrification of dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour).
You gain 3.29 gold from the transmogrification of cinder hardened leather gloves of strength (+3) (0 def, 2 armour).
You gain 3.30 gold from the transmogrification of pair of dwarven-steel boots of tirelessness (0 def, 4 armour).
You gain 5.10 gold from the transmogrification of verdant cashmere robe of frost (+11%) (0 def, 0 armour).
You gain 8.56 gold from the transmogrification of timebroken cashmere robe of alchemy (0 def, 0 armour).
You gain 1.63 gold from the transmogrification of spellwoven cashmere robe of light (+21%) (0 def, 0 armour).
You gain 1.69 gold from the transmogrification of mindwoven cashmere robe of corrosion (+28%) (0 def, 0 armour).
You gain 3.47 gold from the transmogrification of murderer's cashmere cloak (2 def, 0 armour).
You gain 2.80 gold from the transmogrification of insulating hardened leather belt of shielding.
You gain 15.27 gold from the transmogrification of hardened leather belt 'Chargejustice'.
You gain 6.98 gold from the transmogrification of ethereal yew starstaff of warding (20-24 power, 4 apr, temporal element).
You gain 4.88 gold from the transmogrification of cured leather sling of enduring.
You gain 1.93 gold from the transmogrification of horrifying mossy mindstar of life (3-3 power, 12 apr, nature damage).
You gain 8.90 gold from the transmogrification of epiphanous living mindstar of gales (17-19 power, 40 apr, nature damage).
You gain 14.63 gold from the transmogrification of Runadur the steel mace (14-20 power, 3 apr).
You gain 15.80 gold from the transmogrification of dwarven-steel longsword 'Hellsstone' (25-35 power, 4 apr).
You gain 5.43 gold from the transmogrification of balanced dwarven-steel longsword of paradox (22-31 power, 4 apr).
You gain 4.47 gold from the transmogrification of truestriking stralite greatsword (46-74 power, 3 apr).
You gain 4.99 gold from the transmogrification of balanced iron greatsword of persecution (15-24 power, 1 apr).
You gain 20.77 gold from the transmogrification of dwarven-steel greatmaul 'Glarekill' (44-67 power, 2 apr).
You gain 6.09 gold from the transmogrification of truestriking dwarven-steel dagger of crippling (20-26 power, 7 apr).
You gain 6.91 gold from the transmogrification of thought-forged dwarven-steel dagger of enduring (17-22 power, 7 apr).
You gain 1.20 gold from the transmogrification of acidic steel dagger of massacre (18-24 power, 6 apr).
You gain 24.13 gold from the transmogrification of Leladil the voratun dagger (52-68 power, 9 apr).
You gain 18.01 gold from the transmogrification of Demonhunger the steel dagger (12-16 power, 6 apr).
You gain 17.82 gold from the transmogrification of dwarven-steel battleaxe 'Blindthorn' (34-51 power, 2 apr).
You gain 1.56 gold from the transmogrification of chilling dwarven-steel battleaxe (31-46 power, 2 apr).
You gain 1.00 gold from the transmogrification of wild infusion (res 15%; physical; dur 4; cd 10).
There is a ladder to the previous level here (press '' or right click to use).