











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. 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: Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Bikini Colors 1.7.0Modifies the Customize section of the character creation dialog to provide several color options under the "Special | Bikini / Mankini" section. Frequently Asked Questions: 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 Adventure |
| Sex | Female |
| Race | Drem |
| Class | Writhing One |
| Level / Exp | 20 / 24% |
| Size | medium |
| Lifes / Deaths | Killed by Mayuta the white worm mass at level 11 on the 26th Voratun 122nd year of Ascendancy at 01:14 1 / 4Killed by Bethatira the giant brown ant at level 12 on the 26th Voratun 122nd year of Ascendancy at 20:55 Killed by worm that walks (servant of Mrs.Tentaclees) at level 13 on the 24th Profit 122nd year of Ascendancy at 11:32 Killed by Emeluta the fire drake hatchling at level 16 on the 33rd Profit 122nd year of Ascendancy at 16:41 |
Primary Stats
| Strength | 34 (base 15) |
| Dexterity | 15 (base 10) |
| Constitution | 17 (base 13) |
| Magic | 50 (base 47) |
| Willpower | 19 (base 10) |
| Cunning | 38 (base 34) |
Resources
| Life | 620/620 |
| Insanity | 0/100 |
| Healing Factor | 1.2629415192739 |
| Regeneration | 9.1563260147361 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 33.415410021227 |
| See Invisible | 33.415410021227 |
Offense: Mainhand
| Damage | 43 |
| Accuracy | 37 |
| Crit Chance | 11% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +8% |
| Lightning | +15% |
| Light | +6% |
| Temporal | +5% |
| Blight | +5% |
| Physical | +8% |
| Darkness | +30% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
| Darkness | +5% |
| Light | +15% |
| Cold | +5% |
Defense: Base
| Armour (hardiness) | 38.5 (43.579428603723%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 5 |
| Physical Save | 25 |
| Spell Save | 22 |
| Mental Save | 39 |
Defense: Resistances
| Darkness | + 11%( 70%) |
| Lightning | + 11%( 70%) |
| Nature | + 10%( 70%) |
| Temporal | + 7%( 70%) |
| Blight | + 5%( 70%) |
| Physical | + 7%( 70%) |
| Mind | + 3%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Confusion Resistance | 60% |
| Stun Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 273 damage for 5 turns. Its effects scale with your Magic stat. |
| 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. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 3 blight, 5 fire, 3 arcane, 3 mind |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 514% 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 Cunning stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Chaos Orbs |
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 repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * '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.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * '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. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed green worm. * '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.' | 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 within6 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Islykira' (3 def, 5 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +5 Defense +3 (+2 eff.) Resistance +3% mind Crit Resistance 5.00% Unlife -40.00 life Life +60.00 Evasion: (Instant) Puts all charms on 25 turn cooldown Effective talent level: 4.0 Power cost 25 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | Galewisp the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Dex offense ------ Physical Power +5 (+2 eff.) Damage +3% lightning defense ------ Armor +8 Life +40.00 Life Regen +4.00 other ------- 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. |
| On head | Chargeobeisance the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +1 Str offense ------ Mind Crit +3% Mindpower +3 (+2 eff.) Damage +12% lightning Ignore resists +10% physical defense ------ Defense +1 (+1 eff.) Unlife -40.00 life other ------- Psi/turn +0.12 Light +1 A pointy cloth hat, very wizardly... |
| Tool | Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 17 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | Glarekin0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Str +1 Wil +2 Cun offense ------ Damage +6% light Ignore resists +15% light When Hit 4 light defense ------ Armor +6 other ------- Max hate +2.00 Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | steel longsword 'Galerek' (20-27 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Arcane/Master Weapon Damage 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 76 damage While equipped: Stats +2 Cun offense ------ Spellpower +10 (+3 eff.) Mindpower +5 (+3 eff.) Accuracy +7 (+3 eff.) defense ------ Defense +6 (+3 eff.) Disarm Resist +20% other ------- Max mana +40.00 Sharp, long, and deadly. |
| On hands | Elakira the Sparkrage (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +1 Dex +1 Mag offense ------ Physical Power +8 (+3 eff.) On-Hit 7 blight 8 temporal On-Ranged-Hit 5 temporal Damage +5% blight +5% temporal When Hit 4 lightning defense ------ Armor +2 Fatigue +3% Resistance +5% blight +7% temporal other ------- Light +2 Unarmed combat: Weapon Damage 24.0 - 33.6 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +7 blight On Hit: 20% Soul Rot 3 On Hit: * 7% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | impenetrable steel mail armour of delving (2 def, 12 armour)14.0 Encumbrance T2 heavy armor [Ego+] Master While equipped: Stats +4 Str defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +12% Resistance +11% darkness +7% physical other ------- Light +1 Track: Puts all charms on 25 turn cooldown Effective talent level: 2.6 Power cost 25 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
| Cloak | Glorukira the Ebonyhunger (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +30% darkness Ignore resists +5% darkness +5% cold defense ------ Defense +6 (+3 eff.) Physical save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +11% lightning Stun Resist +21% Amulets make your neck look great! |
Inventory
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
grounding copper amulet of strength (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +11% lightning Stun Resist +21% Amulets make your neck look great! |
copper ring 'Bythad'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Cun defense ------ Resistance +5% blight +3% temporal +5% nature Mind save +6 (+2 eff.) Poison Resist +12% Disease Resist +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Rings make your fingers look great! |
savior's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Physical save +7 (+3 eff.) Spell save +8 (+4 eff.) Mind save +7 (+3 eff.) Blind Resist +20% other ------- Infravision +3 See Stealth +6 See Invis +8 Rings make your fingers look great! |
dwarven-steel mail armour 'Brodykalthostir' (3 def, 11 armour)14.0 Encumbrance T3 heavy armor [Random Unique] Nature/Master While equipped: offense ------ Critical power +10.00% defense ------ Armor +11 Defense +3 (+2 eff.) Fatigue +12% Resistance +22% acid +7% cold Mind save +9 (+3 eff.) Life Regen +3.60 other ------- Stamina/turn +1.00 Mana/turn +0.16 Max mana +20.00 Breathe water A suit of armour made of mail. |
Elenakalthontir the Ravenobeisance1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: Stats +4 Wil offense ------ Physical Power +20 (+7 eff.) Damage +15% darkness defense ------ Fatigue -5% Resistance +1% physical other ------- Encumbrance +43 Psi when Hit +0.12 A belt that goes around your waist. |
linen cloak 'Amokath' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +2 Wil +1 Cun +4 Con defense ------ Defense +1 (+1 eff.) Resistance +9% nature Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots 'Shockwolf' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: offense ------ Damage +3% lightning Ignore resists +16% darkness +22% temporal defense ------ Armor +3 Resistance +20% blight +18% temporal +16% darkness +3% lightning Out-of-Phase Defense +11 Out-of-Phase Resistance +13% Out-of-Phase Resilience +18% A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
rough leather gloves 'Obsidianraider' (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ Spell Crit +2% Critical power +5.00% Ignore resists +25% darkness Ignore Shields +10% Accuracy +6 (+2 eff.) defense ------ Armor +1 Physical save +6 (+3 eff.) Mind save +6 (+2 eff.) Disarm Resist +23% other ------- Mana-on-crit +1.00 Unarmed combat: Weapon Damage 7.5 - 8.2 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On Hit: 10% Perfect Control 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron helm 'Flarestoker' (0 def, 5 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Dex +3 Con offense ------ Damage +6% fire defense ------ Armor +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.0 Encumbrance 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 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
7 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
63 alchemist agate0.0 Encumbrance 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. |
Isoyakira (dig speed 18 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ Physical Power +15 (+5 eff.) Damage +6% physical defense ------ Resistance +6% darkness +6% fire other ------- Max stamina +20.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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 Recall (1/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 311/400 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. |
Earuthad the elm totem of stinging [power 116] (13 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: defense ------ Resistance +9% acid +6% cold +3% light Spell save +3 (+1 eff.) Sting an enemy dealing 125 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Mrs.Tentaclees the Drem Writhing One level 13
19th Profit 122nd year of Ascendancy at 16:03 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Mrs.Tentaclees the Drem Writhing One level 10
24th Voratun 122nd year of Ascendancy at 05:08 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Mrs.Tentaclees the Drem Writhing One level 20
16th Wealth 122nd year of Ascendancy at 16:14 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Mrs.Tentaclees the Drem Writhing One level 19
2nd Wealth 122nd year of Ascendancy at 02:00 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Mrs.Tentaclees the Drem Writhing One level 17
34th Profit 122nd year of Ascendancy at 18:02 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Mrs.Tentaclees the Drem Writhing One level 14
25th Profit 122nd year of Ascendancy at 19:02 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Mrs.Tentaclees the Drem Writhing One level 9
23rd Voratun 122nd year of Ascendancy at 15:31 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Mrs.Tentaclees the Drem Writhing One level 13
29th Voratun 122nd year of Ascendancy at 00:35 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Mrs.Tentaclees the Drem Writhing One level 17
33rd Profit 122nd year of Ascendancy at 17:20 see stats
Log
You gain 8.30 gold from the transmogrification of iron battleaxe 'Nimbushash' (12-19 power, 1 apr).
You gain 2.48 gold from the transmogrification of shimmering elm vilestaff of might (10-12 power, 2 apr, darkness element).
You gain 3.24 gold from the transmogrification of potent elm starstaff of protection (12-14 power, 2 apr, darkness element).
You gain 1.52 gold from the transmogrification of movement infusion (speed 400%; cd 8).
There is a Way into the heart of the gloom 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.
Saving game...
Saving done.
Today is the 17th Wealth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:11.
Mrs.Tentaclees no longer seems to be in sync with his ally.
Today is the 18th Wealth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:33.
Today is the 19th Wealth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:45.
Today is the 20th Wealth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:10.
Today is the 21st Wealth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:21.
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
Today is the 22nd Wealth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:46.
There is a A gate into the Maze here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.














































































