











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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:
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:
Items Vault 1.7.0Donators/Buyers bonus! 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Normal Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Writhing One |
| Level / Exp | 14 / 75% |
| Size | big |
| Lifes / Deaths | Killed by poison gas trap at level 13 on the 26th Dusk 122nd year of Ascendancy at 12:26 2 / 3Killed by Aureko the krog at level 13 on the 39th Dusk 122nd year of Ascendancy at 22:20 Killed by Islokira the drem at level 14 on the 73rd Dusk 122nd year of Ascendancy at 22:31 |
Primary Stats
| Strength | 16 (base 13) |
| Dexterity | 11 (base 10) |
| Constitution | 21 (base 13) |
| Magic | 49 (base 40) |
| Willpower | 11 (base 10) |
| Cunning | 35 (base 25) |
Resources
| Life | 558/558 |
| Insanity | 100/100 |
| Healing Factor | 1.094804467222 |
| Regeneration | 0.27370111680551 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -62.968710796561% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 32 |
| Crit Chance | 14% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +3% |
| Acid | +15% |
| Darkness | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 17 (35%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 9 |
| Physical Save | 34 |
| Spell Save | 43 |
| Mental Save | 29 |
Defense: Resistances
| Darkness | + 27%( 70%) |
| Temporal | + 10%( 70%) |
| Fire | + 19%( 70%) |
| Cold | + 14%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Disarm Resistance | 44% |
| Teleport Resistance | 10% |
| Stun Resistance | 30% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 167 then cleanse 1 wound, poison, and disease effect. 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. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -368 life. The duration and life will increase by 1% for every 1% life you have lost (currently 368 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution 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 |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed faerlhing fang. * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * '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.' * You've found the needed electric eel tail. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | Pitchvault the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Phys.crit +4.0% Phys.pwr +4 (+2 eff.) Apr +6 On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +4 Fatigue +3% Resists +3% temporal +8% fire +6% darkness +8% cold Phys.save +6 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +10 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Branuleldil2.0 T1 lite [Rare] Arcane While equipped: Stats +1 Dex dps ---------- Acc +20 (+8 eff.) Melee Ret 10 fire 2 physical ----- def ----- Resists +5% fire ---------- misc Stam/turn +1.00 Max.stam +10.00 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 | Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On fingers | Galebright0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Cun dps ---------- Mind.pwr +15 (+7 eff.) Melee Ret 2 mind ----- def ----- Max.HP +21.00 Disarm- +20% Pinning- +20% Knockbk- +22% ---------- misc Max.psi +20.00 Rings make your fingers look great! |
| On fingers | savior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+3 eff.) Rings make your fingers look great! |
| Around waist | Xiremira1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Die.at -20.00 life Max.HP +113.00 Teleport- +10% ---------- misc Max.stam +10.00 A belt that goes around your waist. |
| In main hand | short ash vilestaff of illumination (15-18 power, 3 apr, acid element)5.0 T2 staff 1H weapon [Ego] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% acid ----- def ----- Defense +8 (+6 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 86.03 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | steady iron gauntlets of magic (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane Acc +5 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +24% 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 | spellwoven linen robe of darkness (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) Dmg.mod +10% darkness ----- def ----- Resists +15% darkness +7% all Spell.save +16 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | enveloping linen cloak of Eldoral (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +7 (+6 eff.) Phys.save +6 (+3 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 | copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
Inventory
regeneration infusion of the psychic (heal 109; 16 cd)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 109 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 27%; physical; dur 2; cd 15)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
shielding rune (absorb 147; dur 5; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 147 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
savior's steel amulet of magic (+3)0.1 T2 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Phys.save +11 (+5 eff.) Spell.save +12 (+4 eff.) Mind.save +10 (+5 eff.) Amulets make your neck look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
stormbringer's iron battleaxe of massacre (20-29 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego+] Nature/Master Power 19.5 - 29.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Crit.r2 +10 lightning +7 cold While equipped: dps ---------- Mov.spd +28% Res.pen +7% lightning +7% cold ----- def ----- Disease- +15% Massive two-handed battleaxes. It was changed by the digestive sack. |
arcing steel dagger of phasing (12-16 power, 16 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Power 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +5.0% Atk.spd 100% Phasing +10% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 66 damage Sharp, short and deadly. |
steel dagger of evisceration (12-16 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Master Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 67 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +6 (+3 eff.) Sharp, short and deadly. |
iron longsword (11-15 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 11.0 - 15.4 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. |
steel mace of erosion (12-18 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Nature Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +5 nature Blunt and deadly. |
creative vined mindstar of life (4-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Mind.crit +2% Crit.mult +7.00% Mind.pwr +4 (+2 eff.) ----- def ----- Max.HP +12.00 HP.reg +0.70 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
potent ash vilestaff of might (17-20 power, 3 apr, blight element)5.0 T2 staff 2H weapon [Ego] Arcane Power 17.0 - 20.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +8 (+3 eff.) Dmg.mod +17% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elm vilestaff of fate (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +3 (+2 eff.) Dmg.mod +10% darkness ----- def ----- Phys.save +5 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+3 eff.) ---------- misc Mana/turn +0.12 Max.mana +33.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron waraxe of erosion (12-17 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Nature Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 nature One-handed war axes. |
grounding rough leather belt1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +6% temporal A belt that goes around your waist. |
grounding rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane/Nature While equipped: ----- def ----- Fatigue -5% Resists +5% lightning +5% temporal ---------- misc Max.enc +23 A belt that goes around your waist. |
grounding rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +6% temporal HP.reg +0.70 Heal.mod +11% A belt that goes around your waist. |
miner's pair of iron boots (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +2% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Gadan' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Str +2 Wil +3 Cun dps ---------- Phys.crit +3.0% Apr +1 ----- def ----- Armour +3 Fatigue +2% Resists +1% physical Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) ---------- misc Max.stam +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Borekalthogas' (15 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Dex +3 Con dps ---------- Acc +20 (+8 eff.) ----- def ----- Armour +3 Defense +15 (+10 eff.) ---------- misc Infravis +3 A pair of boots made of leather. |
scholar's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +2 Fatigue +3% 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. |
dwarven-steel gauntlets of sorrow (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 13 mind 18 darkness On Hit (Melee): * 12% chance to reduce all saves and defense by 19 ----- def ----- Armour +2 Fatigue +3% Mind.save -14 (-7 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
storm dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 lightning Dmg.mod +5% lightning Acc +13 (+6 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +5% lightning 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. |
Duskbane the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% light +3% darkness Res.pen +5% darkness Melee Ret 8 light ----- def ----- Armour +3 Fatigue +5% Resists +5% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
catburglar's iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% Resists +11% darkness ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing rough leather cap of strength (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Disrupt/Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +6% blight A cap made of leather. |
linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
rough leather cap of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
stabilizing rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+5 eff.) A cap made of leather. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
rejuvenating rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% HP.reg +2.20 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
steel plate armour of resilience (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego] Nature While equipped: ----- def ----- Armour +9 Fatigue +22% Max.HP +25.00 A suit of armour made of metal plates. |
chilling quiver of elm arrows (14/14, 16-22 power, 5 apr)3.0 T1 arrow ammo [Ego] Arcane Power 15.5 - 21.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 14 Ranged+ +11 cold Arrows are used with bows to pierce your foes to death. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 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. |
scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +5% fire ---------- 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
soothing elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to heal for 31. Natural totems are made by powerful wilders to store nature power. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Drem? the Ogre Writhing One level 14
59th Dusk 122nd year of Ascendancy at 20:16 see stats
Level 10
Got a character to level 10.By Drem? the Ogre Writhing One level 10
7th Mirth 122nd year of Ascendancy at 23:57 see stats
Take you with me
Killed a boss while already dead.By Drem? the Ogre Writhing One level 14
73rd Dusk 122nd year of Ascendancy at 22:31 see stats
The Arena
Unlocked Arena mode.By Drem? the Ogre Writhing One level 12
5th Flare 122nd year of Ascendancy at 18:45 see stats
The secret city
Discovered the truth about mages.By Drem? the Ogre Writhing One level 14
72nd Dusk 122nd year of Ascendancy at 22:48 see stats
Log
The shield around Islokira the drem crumbles.
Islokira the drem performs a melee critical strike against Drem?!
Islokira the drem performs a melee critical strike against Drem?!
Islokira the drem hits Drem? for 6 healing, (73 absorbed), 0 physical, (5 absorbed), 0 cold, (4 absorbed), 0 fire, 4 healing, (42 absorbed), 0 lightning, 4 healing, (44 absorbed), 0 physical (0 total damage) [14 healing].
Tentacle Constriction from Drem? hits Islokira the drem for (66 absorbed), 16 darkness, 0 arcane (16 total damage).
Melee retaliation hits Islokira the drem for 2 physical, 10 fire, 1 mind, 2 physical, 11 fire, 1 mind (27 total damage).
Drem?'s defiled blood area effect hits Islokira the drem for 5 darkness, 0 arcane (5 total damage).
Drem? speeds up.
Talent Lash Out is ready to use.
Your shield crumbles under the damage!
The shield around Drem? crumbles.
Drem? slows down.
Islokira the drem hits Drem? for 4 healing, (49 absorbed), 0 physical, (5 absorbed), 0 cold, (4 absorbed), 0 fire, 4 healing, (31 absorbed), 9 lightning, 2 healing, 23 physical (33 total damage) [10 healing].
Melee retaliation hits Islokira the drem for 2 physical, 10 fire, 2 mind, 2 physical, 11 fire, 2 mind (29 total damage).
Tentacle Constriction from Drem? hits Islokira the drem for 85 darkness, 0 arcane (85 total damage).
Drem? casts Lash Out.
Islokira the drem is dazed!
Islokira the drem is not dazed anymore.
Drem? hits Islokira the drem for 99 darkness, 0 arcane, 32 physical, 0 arcane (131 total damage).
Islokira the drem performs a melee critical strike against Drem?!
New Achievement: Take you with me!
Islokira the drem hits Drem? for 7 healing, 77 physical (77 total damage) [7 healing].
Melee retaliation hits Islokira the drem for 2 physical damage.
Drem? the level 14 ogre writhing one was disembowelled to death by Islokira the drem on level 1 of The Maze.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Melee retaliation killed Islokira the drem!
Islokira the drem killed Drem?!




























































































