










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official 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:
ZOmnibus Addon Pack 1.6.0Combines 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: Forbidden Cults 1.6.7Official 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 | Male |
Race | Ghoul |
Class | Writhing One |
Level / Exp | 31 / 24% |
Size | gargantuan |
Lifes / Deaths | Killed by Porebrewyn the slumbering polar bear at level 18 on the 17th Dusk 122nd year of Ascendancy at 09:53 0 / 7Killed by Bethugamira the cutpurse at level 19 on the 23rd Dusk 122nd year of Ascendancy at 23:10 Killed by Gimina the sand-drake at level 26 on the 53rd Dusk 122nd year of Ascendancy at 19:58 Killed by Saluldabeth the snow giant at level 26 on the 53rd Dusk 122nd year of Ascendancy at 22:28 Killed by Gavea the elven tempest at level 27 on the 57th Dusk 122nd year of Ascendancy at 19:43 Killed by Glimina the swarming horror at level 28 on the 56th Haze 122nd year of Ascendancy at 10:27 Killed by skeleton master archer at level 31 on the 4th Decay 122nd year of Ascendancy at 07:17 |
Primary Stats
Strength | 114 (base 60) |
Dexterity | 6 (base 10) |
Constitution | 33 (base 13) |
Magic | 69 (base 59) |
Willpower | 17 (base 10) |
Cunning | 14 (base 10) |
Resources
Life | -86/1061 |
Insanity | 8/100 |
Healing Factor | 1.5299507389162 |
Regeneration | 44.749775056085 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 7 |
Offense: Mainhand
Damage | 154 |
Accuracy | 24 |
Crit Chance | 30% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 55 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Acid | +18% |
Nature | +21% |
Blight | +38% |
Physical | +18% |
Darkness | +39% |
All | +15% |
Offense: Damage Penetration
Darkness | +10% |
Light | +20% |
Physical | +5% |
Arcane | +10% |
Mind | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 38 (87.462686567164%) |
Defense | 7 |
Ranged Defense | 7 |
Fatigue | 0 |
Physical Save | 42 |
Spell Save | 28 |
Mental Save | 28 |
Defense: Resistances
Acid | + 39%( 70%) |
Blight | + 61%( 70%) |
Arcane | + 39%( 70%) |
Cold | + 70%( 70%) |
All | + 28%( 70%) |
Darkness | + 43%( 70%) |
Physical | + 30%( 70%) |
Temporal | + 37%( 70%) |
Lightning | + 30%( 70%) |
Mind | + 48%( 70%) |
Fire | + 47%( 70%) |
Nature | + 46%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 75% |
Confusion Resistance | 32% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Instadeath Resistance | 100% |
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 476 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 77 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. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 441 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Ghoul | 1.10 |
| 5/5 |
| 2/5 |
| 2/5 |
| 4/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Chaos Orbs |
beneficial effect | 1 stacks, +3% to all damage dealt. Chaos Orbs |
detrimental effect | The target is infected by a disease, reducing its strength by 17 and doing 34.80 blight damage per turn. Weakness Disease |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
detrimental effect | The target is infected by a disease, reducing its dexterity by 5 and doing 34.80 blight damage per turn. Decrepitude Disease |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+10). Continuum Destabilization |
detrimental effect | The target is infected by a disease, reducing its constitution by 8 and doing 32.85 blight damage per turn. Rotting Disease |
beneficial effect | The target has 25 increased life regeneration. Recovery |
beneficial effect | 3 pustules increasing resistance by 6%. Putrescent Pustule |
beneficial effect | Can walk through walls and quake every turn, 12% more damage and 12% more resistances. Overgrowth |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
Quests
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 failed to protect the lone alchemist from death by Elydaletta the giant carpenter ant. Escort: lone alchemist (level 1 of Daikara) | failed |
You failed to protect the lost defiler from death by Salerianor the red crystal. Escort: lost defiler (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
Escort the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell) | active |
You failed to protect the repented thief from death by dragonsfire trap. Escort: repented thief (level 1 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by Zubyba the poison ivy. Escort: temporal explorer (level 4 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 173. | 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. | 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 has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed pouch of faeros ash. * You've found the needed vial of elder vampire blood. | active |
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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 T3 feet armor [Random Unique] Master While equipped: Stats +1 Str +2 Cun +4 Con dps ---------- Phys.crit +4.0% Phys.pwr +19 (+5 eff.) Dmg.mod +3% physical Res.pen +5% physical Apr +6 ----- def ----- Armour +3 Defense +10 (+10 eff.) Resists +8% fire +8% cold Phys.save +11 (+4 eff.) Mind.save +12 (+6 eff.) A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Die.at -80.00 life Max.HP +42.00 ---------- misc Max.stam +20.00 Light +5 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 | ![]() 3.0 T3 head armor [Rare] Nature While equipped: dps ---------- Res.pen +10% arcane Melee Ret 4 arcane ----- def ----- Armour +4 Fatigue +4% Resists +12% mind +6% temporal +5% nature +5% arcane Spell.save +6 (+3 eff.) Max.HP +58.00 Heal.mod +16% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature Melee Ret 8 lightning On Hit (Melee): * 20% chance to slow global speed by 43% * 20% chance to reduce armor by 37% ----- def ----- Resists +3% acid +3% lightning Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 cooldown 100% to increase all damage by 17% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Crit.mult +15.00% Phys.pwr +6 (+2 eff.) Spell.pwr +16 (+5 eff.) Mind.pwr +8 (+4 eff.) ----- def ----- Mind.save +5 (+2 eff.) Confus- +32% ---------- misc Equi/ret +0.04 Mana/s.crit +2.00 Hate/m.crit +1.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Melee+ 14 physical Ranged+ 10 physical Dmg.mod +3% acid Res.pen +20% light +20% mind On Hit (Melee): * 13% chance to reduce all saves and defense by 17 On Hit (Ranged): * 13% chance to reduce all saves and defense by 17 ----- def ----- Resists +15% mind ---------- misc Hate/m.crit +3.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
Around waist | ![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
In main hand | ![]() 3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +25.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +38.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. This item has been sent to the Item's Vault. |
On hands | ![]() 1.5 T2 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% darkness ----- def ----- Armour +2 Fatigue +3% Resists +12% blight +2% physical Mind.save +9 (+4 eff.) HP.reg +4.00 Heal.mod +5% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +1.10 Max.stam +21.00 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. |
Main armor | ![]() 17.0 T2 massive armor [Random Unique] Nature/Master While equipped: Stats +1 Wil ----- def ----- Armour +15 Fatigue +17% Resists +15% darkness +14% blight +31% cold +5% arcane +6% fire Phys.save +6 (+2 eff.) ---------- misc Light +2 A suit of armour made of metal plates. |
Cloak | ![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +10% darkness ----- def ----- Resists +12% acid +6% temporal +6% darkness +12% fire +5% arcane +12% cold Amulets can have magical properties. |
Inventory
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 82.79 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd 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 109 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. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% blight +12% darkness Res.pen +10% blight ----- def ----- Resists +9% fire Phys.save +11 (+4 eff.) Spell.save +11 (+5 eff.) Mind.save +11 (+5 eff.) Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Dex +1 Mag +3 Cun dps ---------- Acc +8 (+4 eff.) Apr +8 ----- def ----- Defense +8 (+8 eff.) ---------- misc See.Invis +6 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 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 143% 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 can have magical properties. |
![]() 3.0 T3 greatsword 2H weapon Reqs Wil 20 [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() 3.0 T1 longsword 1H weapon [Normal] Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
![]() 14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 17.0 T1 massive armor [Rare] Nature While equipped: Stats +4 Dex dps ---------- Mind.crit +1% Dmg.mod +3% mind ----- def ----- Armour +7 Fatigue +22% HP.reg +2.00 ---------- misc Stam/turn +0.60 Light +1 A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +5% fire +6% cold A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +7 Dex +3 Wil +4 Cun ----- def ----- Resists +7% fire +7% cold A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +5 Cun +3 Dex dps ---------- Crit.mult +15.00% Mind.pwr +30 (+15 eff.) Melee Ret 2 blight On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Defense +2 (+2 eff.) ---------- misc Equi/ret +0.16 Hate/m.crit +1.00 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 [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 15% * 10% chance to reduce all saves and defense by 17 ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +6% mind +6% cold ---------- misc Max.psi +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Fatigue +1% 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. |
![]() 1.5 T2 hands armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +6% arcane Res.pen +20% darkness ----- def ----- Armour +2 Fatigue +3% Resists +12% darkness +18% fire 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 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% fire ----- def ----- Armour +10 Defense +6 (+6 eff.) Fatigue +3% Resists +12% darkness +18% fire +12% nature +4% all Phys.save +7 (+3 eff.) A cap made of leather. |
![]() 3.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% cold Res.pen +15% acid +5% nature ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor [Rare] Nature While equipped: dps ---------- Melee Ret 8 nature ----- def ----- Armour +3 Fatigue +5% Resists +8% cold +6% nature +3% temporal Mind.save +3 (+1 eff.) HP.reg +4.00 Blind- +10% Silence- +10% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Phys.save +11 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 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. |
![]() 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. |
![]() 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 (+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. |
![]() 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 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 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+2 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. |
![]() 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 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 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% fire ----- def ----- Resists +9% nature +3% mind Max.HP +40.00 ---------- 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 [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 [Rare] Psionic While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +10 (+3 eff.) ----- def ----- Defense +20 (+16 eff.) Resists +1% physical +3% fire Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +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. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature +3% mind ----- def ----- Resists +9% lightning +3% fire +9% cold ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 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. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By gooner the Ghoul Writhing One level 30
3rd Decay 122nd year of Ascendancy at 08:29 see stats
By gooner the Ghoul Writhing One level 27
54th Dusk 122nd year of Ascendancy at 01:38 see stats
By gooner the Ghoul Writhing One level 22
30th Dusk 122nd year of Ascendancy at 21:39 see stats
By gooner the Ghoul Writhing One level 28
56th Haze 122nd year of Ascendancy at 21:48 see stats
By gooner the Ghoul Writhing One level 10
1st Flare 122nd year of Ascendancy at 14:17 see stats
By gooner the Ghoul Writhing One level 20
24th Dusk 122nd year of Ascendancy at 00:13 see stats
By gooner the Ghoul Writhing One level 30
64th Haze 122nd year of Ascendancy at 12:27 see stats
By gooner the Ghoul Writhing One level 27
75th Dusk 122nd year of Ascendancy at 19:43 see stats
By gooner the Ghoul Writhing One level 14
10th Flare 122nd year of Ascendancy at 11:32 see stats
By gooner the Ghoul Writhing One level 19
22nd Dusk 122nd year of Ascendancy at 16:15 see stats
By gooner the Ghoul Writhing One level 8
1st Summertide 122nd year of Ascendancy at 03:27 see stats
By gooner the Ghoul Writhing One level 22
30th Dusk 122nd year of Ascendancy at 00:28 see stats
By gooner the Ghoul Writhing One level 20
25th Dusk 122nd year of Ascendancy at 07:56 see stats
By gooner the Ghoul Writhing One level 15
1st Dusk 122nd year of Ascendancy at 14:01 see stats
Log
Aryrilaith the elder vampire activates a prepared device.
Belichik, the lost warrior says: 'Help! Skeleton magus to the south!'
The smoke around gooner dissipate.
Rotting Disease from Aryrilaith the elder vampire hits gooner for (13 absorbed), 0 blight (0 total damage).
Weakness Disease from Emidheyatha the ghoulking hits gooner for (17 absorbed), 0 blight (0 total damage).
Decrepitude Disease from Emidheyatha the ghoulking hits gooner for (17 absorbed), 0 blight (0 total damage).
Gooner casts Decayed Devourers.
Aryrilaith the elder vampire uses Steady Shot.
Your shield crumbles under the damage!
The shield around gooner crumbles.
Gooner resists the vile poison!
Aryrilaith the elder vampire leeches life from gooner!
Aryrilaith the elder vampire receives 12 healing from gooner.
Aryrilaith the elder vampire's Steady Shot hits gooner for (23 absorbed), 239 physical (239 total damage).
Skeleton magus casts Manathrust.
Skeleton magus hits gooner for 104 arcane damage.
Skeleton magus hits Skeleton master archer for (170 absorbed), 0 arcane (0 total damage).
Elder vampire misses Decaying devourer.
Skeleton master archer uses Pinning Shot.
Gooner is pinned to the ground.
Skeleton master archer's Pinning Shot hits gooner for 62 physical, 8 nature, 20 physical (90 total damage).
gooner the level 31 ghoul writhing one was chopped into tiny pieces to death by a skeleton master archer on level 4 of Dreadfell.
Gooner is free from the decrepitude disease.
Gooner is no longer pinned.
Gooner deactivates Chaos Orbs.
Gooner is free from the rotting disease.
Gooner has finished recovering.
Gooner shrinks back.
Gooner is free from the weakness disease.