Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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:
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 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: 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 | Male |
Race | Drem |
Class | Writhing One |
Level / Exp | 36 / 4% |
Size | medium |
Lifes / Deaths | Killed by ritch flamespitter at level 21 on the 40th Dearth 122nd year of Ascendancy at 06:55 4 / 3Killed by Salovea the skeleton magus at level 34 on the 44th Steel 123rd year of Ascendancy at 16:02 Killed by armoured skeleton warrior at level 36 on the 6th Gold 123rd year of Ascendancy at 17:10 |
Primary Stats
Strength | 33 (base 13) |
Dexterity | 35 (base 22) |
Constitution | 34 (base 13) |
Magic | 80 (base 60) |
Willpower | 18 (base 10) |
Cunning | 71 (base 59) |
Resources
Life | 1267/1267 |
Mana | 350/350 |
Equilibrium | 0 |
Insanity | 87/100 |
Healing Factor | 1.1853365646231 |
Regeneration | 6.2230169642712 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -59.13001655783% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 43.470336367031 |
See Invisible | 58.470336367031 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 78 |
Accuracy | 63 |
Crit Chance | 31% |
APR | 43 |
Speed | 1.00 |
Offense: Spell
Spellpower | 63 |
Crit Chance | 45% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Nature | +15% |
Lightning | +15% |
Light | +6% |
Darkness | +54% |
Blight | +9% |
Acid | +27% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Arcane | +25% |
Acid | +5% |
Darkness | +19% |
All | 0% |
Defense: Base
Armour (hardiness) | 53 (96.69962066283%) |
Defense | 50 |
Ranged Defense | 50 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 32 |
Mental Save | 49 |
Defense: Resistances
Acid | + 54%( 70%) |
Blight | + 49%( 70%) |
Arcane | + 50%( 70%) |
Cold | + 54%( 70%) |
All | + 44%( 70%) |
Lightning | + 56%( 70%) |
Light | + 46%( 70%) |
Physical | + 50%( 70%) |
Mind | + 53%( 70%) |
Darkness | + 68%( 70%) |
Fire | + 46%( 70%) |
Nature | + 64%( 70%) |
Defense: Immunities
Stun Resistance | 32% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 93% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 341 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 72 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 Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 526 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 613% 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 / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 4/5 |
Demented / Horrific body | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Demented / Controlled horrors | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Chaos Orbs |
talent | Chant of Fortress |
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 |
beneficial effect | Linked to their horror ally gaining 25% all damage resistance. Shared Insanity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost defiler from death by Aerorin the stone troll. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed minotaur nose. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed naga tongue. * '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 vial of greater demon bile. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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 within8 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Yvodhelaith (0 def, 6 armour) Yvodhelaith (0 def, 6 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +6 Fatigue +2% Resists +9% acid +3% fire +9% blight Max.HP +40.00 ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern 'Brenalin' brass lantern 'Brenalin'2.0 T1 lite [Rare] Nature While equipped: Stats +3 Str +1 Dex dps ---------- Crit.mult +15.00% ----- def ----- Resists +6% nature Max.HP +44.00 ---------- 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. |
On head | Zubessra the dwarven-steel helm (0 def, 4 armour) Zubessra the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Dex dps ---------- Phys.crit +2.0% Crit.mult +20.00% Dmg.mod +12% acid ----- def ----- Armour +4 Fatigue +4% Resists +16% mind +2% physical Mind.save +22 (+7 eff.) Confus- +31% ---------- misc Stam/turn +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Beteyana the iron pickaxe (dig speed 29 turns) Beteyana the iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Dex dps ---------- Res.pen +15% arcane Apr +5 ----- def ----- Armour +6 Resists +5% arcane ---------- misc Stam/turn +3.00 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | Shadejam the gold ring Shadejam the gold ring0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Cun +6 Dex dps ---------- Phys.pwr +9 (+3 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +10 (+3 eff.) Res.pen +5% darkness Acc +16 (+4 eff.) Apr +11 ----- def ----- Defense +15 (+5 eff.) Mind.save +6 (+2 eff.) Confus- +20% Pinning- +20% 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 make your fingers look great! |
On fingers | Duvoladin the steel ring Duvoladin the steel ring0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +1 Cun +5 Wil dps ---------- Dmg.mod +12% darkness Res.pen +10% arcane ----- def ----- Resists +24% darkness Crit.chn- 15.00% ---------- misc Infravis +1 Rings make your fingers look great! |
Around waist | rough leather belt 'Radianceedge' rough leather belt 'Radianceedge'1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +6% light Acc +5 (+1 eff.) ----- def ----- Max.HP +31.00 ---------- misc Infravis +3 A belt that goes around your waist. |
In main hand | Nadrabers (20-24 power, 4 apr, darkness element) Nadrabers (20-24 power, 4 apr, darkness element)5.0 T3 staff 1H weapon [Random Unique] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +21% Crit.mult +23.00% Phys.pwr +8 (+3 eff.) Spell.pwr +16 (+4 eff.) Dmg.mod +20% darkness Acc +8 (+2 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% lightning +3% light +5% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Storm Bringer's Gauntlets (0 def, 5 armour) Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 83% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Cloak | cashmere cloak 'Hathodil' (2 def, 9 armour) cashmere cloak 'Hathodil' (2 def, 9 armour)2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +5 Str +2 Mag +7 Con dps ---------- Dmg.mod +13% darkness Res.pen +14% darkness ----- def ----- Armour +9 Defense +2 (+0 eff.) Resists +19% darkness +18% cold Phys.save +9 (+3 eff.) Stealth +10 Max.HP +60.00 ---------- misc See.Invis +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Duroharadar the Dimblast Duroharadar the Dimblast0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +4 Con dps ---------- Crit.mult +17.00% Res.pen +5% acid Acc +6 (+1 eff.) Apr +16 Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- Resists +9% acid Phys.save +14 (+4 eff.) Max.HP +59.00 HP.reg +5.00 Amulets make your neck look great! |
Inventory
Blood of Undeath 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. |
healing infusion of the sneak (heal 195; cd 11) healing infusion of the sneak (heal 195; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 195 then cleanse 1 wound, poison, and disease effect. 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. |
movement infusion (speed 737%; cd 14) movement infusion (speed 737%; cd 14)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 737% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the sneak (speed 803%; cd 16) movement infusion of the sneak (speed 803%; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 803% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 546; 14 cd) regeneration infusion of the wizard (heal 546; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 546 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 545; 17 cd) regeneration infusion of the wizard (heal 545; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 545 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 52; cd 12) shatter afflictions rune (absorb 52; cd 12)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 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 52 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. 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 |
shatter afflictions rune of the wizard (absorb 140; cd 12) shatter afflictions rune of the wizard (absorb 140; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 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 140 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 |
restful copper amulet of constitution (+3) restful copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
Tuludelen the steel amulet Tuludelen the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +9 Cun +2 Wil dps ---------- Mind.crit +4% Crit.mult +13.00% Dmg.mod +9% blight Res.pen +20% mind Acc +7 (+1 eff.) Apr +13 Melee Ret 6 blight Amulets make your neck look great! |
Olafast the steel ring Olafast the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Str +4 Dex +1 Mag +5 Cun +2 Con dps ---------- Phys.crit +1.0% Melee+ 14 light Ranged+ 10 light Dmg.mod +12% light Acc +15 (+3 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
Wheel of Fate Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: 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? |
Burnrupture the steel mace (18-25 power, 3 apr) Burnrupture the steel mace (18-25 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Nature/Master Power 18.0 - 25.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +12 Con +13 Wil dps ---------- Dmg.mod +6% mind Res.pen +5% fire Melee Ret 8 mind ----- def ----- Max.HP +42.00 Blunt and deadly. |
Glitterspiker the dwarven-steel waraxe (20-28 power, 4 apr) Glitterspiker the dwarven-steel waraxe (20-28 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +8 arcane +20 light On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Wil dps ---------- Phys.crit +10.0% ----- def ----- Resists +5% arcane Crit.chn- 10.00% ---------- misc Light +3 Infravis +3 See.Invis +12 One-handed war axes. |
Star (10-13 power, 0 apr) Star (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Str, 20% Dex Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
pouch of dwarven-steel shots of persecution (20/20, 32-38 power, 3 apr) pouch of dwarven-steel shots of persecution (20/20, 32-38 power, 3 apr)3.0 T3 shot ammo [Ego] Disrupt Power 32.0 - 38.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 20 Against +17% Unnatural +16% Unliving Shots are used with slings to pummel your foes to death. |
Aerussra the hardened leather armour (9 def, 6 armour) Aerussra the hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Rare] Nature While equipped: dps ---------- Mind.crit +4% Crit.mult +20.00% On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Max.HP +34.00 HP.reg +2.00 Cut- +20% Pinning- +20% Teleport- +20% A suit of armour made of leather. |
rejuvenating hardened leather armour of the deep (9 def, 8 armour) rejuvenating hardened leather armour of the deep (9 def, 8 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +9 (+3 eff.) Fatigue +8% Resists +7% acid +8% cold HP.reg +3.10 ---------- misc Stam/turn +0.70 Breathe water A suit of armour made of leather. |
Flowerrage (7 def, 0 armour) Flowerrage (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 53% ----- def ----- Defense +7 (+2 eff.) Resists +6% mind Phys.save +6 (+2 eff.) Max.HP +20.00 HP.reg +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chalyneg the cashmere cloak (2 def, 0 armour) Chalyneg the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +15.00% ----- def ----- Defense +2 (+0 eff.) Resists +16% acid +8% fire +7% lightning +7% cold ---------- misc Equi/ret +0.16 Max.hate +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Treequill the dwarven-steel gauntlets (0 def, 2 armour) Treequill the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +12% nature ----- def ----- Armour +2 Fatigue +3% Resists +9% nature HP.reg +3.00 ---------- misc Stam/turn +0.70 Max.stam +19.00 See.Invis +6 Unarmed combat: Power 17.0 - 23.8 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Nightmare 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Sparkpunish (1 def, 0 armour) Sparkpunish (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +5 Cun dps ---------- Dmg.mod +11% nature Apr +1 ----- def ----- Defense +1 (+0 eff.) Resists +16% nature +3% lightning Die.at -80.00 life A pointy cloth hat, very wizardly... |
Jetglamour the dwarven-steel helm (0 def, 8 armour) Jetglamour the dwarven-steel helm (0 def, 8 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +30% blight +9% darkness Res.pen +25% darkness Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Armour +8 Fatigue +4% ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Haronik' (0 def, 4 armour) dwarven-steel helm 'Haronik' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +11 Str +6 Dex dps ---------- Phys.pwr +20 (+7 eff.) Dmg.mod +9% physical ----- def ----- Armour +4 Fatigue +4% Resists +4% physical Phys.save +9 (+3 eff.) Die.at -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Shadowquake' (0 def, 4 armour) dwarven-steel helm 'Shadowquake' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +25% darkness Melee Ret 10 darkness 10 mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +4 Fatigue +4% Resists +12% cold Phys.save +19 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
mindcaging dwarven-steel helm of sanctity (0 def, 4 armour) mindcaging dwarven-steel helm of sanctity (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego++] Arcane/Psionic While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +7% blight +8% darkness +12% mind Spell.save +7 (+3 eff.) Mind.save +23 (+8 eff.) Confus- +38% Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 21 light damage to everyone else who enters. The circle lasts 5 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate 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. |
9 spinel 9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 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. |
5 ametrine 5 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. |
11 citrine 11 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. |
5 zircon 5 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. |
5 aquamarine 5 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. |
5 opal 5 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. |
5 topaz 5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst 5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx onyx0.0 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. |
3 lapis lazuli 3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.0 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. |
4 garnet 4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.0 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. |
2 jade 2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
465 alchemist agate 465 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Galyvon the iron pickaxe (dig speed 36 turns) Galyvon the iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +3 Dex +1 Wil +1 Con dps ---------- Dmg.mod +6% nature Acc +5 (+1 eff.) ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) 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. |
Grineldir the Nimbuskiller [power 11] (15 cooldown) Grineldir the Nimbuskiller [power 11] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% lightning +9% temporal Res.pen +10% lightning +10% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% mind +9% temporal Def/telep +15 Res/telep +15% Dur/telep +15% Reveal the area around you, dispelling darkness (radius 11, power 78 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By WORMY the Drem Writhing One level 35
3rd Gold 123rd year of Ascendancy at 19:36 see stats
By WORMY the Drem Writhing One level 35
1st Gold 123rd year of Ascendancy at 20:56 see stats
By WORMY the Drem Writhing One level 9
30th Voratun 122nd year of Ascendancy at 17:13 see stats
By WORMY the Drem Writhing One level 33
38th Steel 123rd year of Ascendancy at 06:40 see stats
By WORMY the Drem Writhing One level 31
13rd Steel 123rd year of Ascendancy at 06:45 see stats
By WORMY the Drem Writhing One level 22
43rd Dearth 122nd year of Ascendancy at 04:31 see stats
By WORMY the Drem Writhing One level 31
15th Steel 123rd year of Ascendancy at 02:08 see stats
By WORMY the Drem Writhing One level 27
27th Iron 123rd year of Ascendancy at 15:30 see stats
By WORMY the Drem Writhing One level 10
18th Wealth 122nd year of Ascendancy at 15:55 see stats
By WORMY the Drem Writhing One level 20
34th Dearth 122nd year of Ascendancy at 19:23 see stats
By WORMY the Drem Writhing One level 30
6th Steel 123rd year of Ascendancy at 21:08 see stats
By WORMY the Drem Writhing One level 26
4th Shortage 122nd year of Ascendancy at 11:39 see stats
By WORMY the Drem Writhing One level 23
44th Dearth 122nd year of Ascendancy at 22:26 see stats
By WORMY the Drem Writhing One level 12
28th Wealth 122nd year of Ascendancy at 04:28 see stats
By WORMY the Drem Writhing One level 8
24th Voratun 122nd year of Ascendancy at 05:56 see stats
By WORMY the Drem Writhing One level 26
9th Shortage 122nd year of Ascendancy at 19:06 see stats
By WORMY the Drem Writhing One level 11
24th Wealth 122nd year of Ascendancy at 19:45 see stats
By WORMY the Drem Writhing One level 23
44th Dearth 122nd year of Ascendancy at 13:58 see stats
By WORMY the Drem Writhing One level 15
8th Dearth 122nd year of Ascendancy at 22:48 see stats
By WORMY the Drem Writhing One level 34
1st Gold 123rd year of Ascendancy at 06:08 see stats
Log
Talent Channel Staff is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Disjointed Mind is ready to use.
Talent Shed Skin is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
WORMY links closer to his ally!
Worm that walks (servant of WORMY) links closer to his ally!
Talent Infusion: Movement is ready to use.
Worm that walks (servant of WORMY) activates Worm that Walks Link.
Worm that walks (servant of WORMY) activates Infestation.
Talent Decayed Devourers is ready to use.
Worm that walks (servant of WORMY) activates Ruin.
Talent Rune: Shielding is ready to use.
Talent Chaos Orbs is ready to use.
Talent Chant of Fortress is ready to use.
Rested for 10 turns (stop reason: dialog is displayed).
WORMY activates Chaos Orbs.
Talent Terrible Sight is ready to use.
Saving done.
WORMY activates Chant of Fortress.
WORMY deactivates Chant of Fortress.
Resting starts...
Talent Vitality is ready to use.
Talent Overgrowth is ready to use.
Talent Chant of Fortress is ready to use.
Rested for 11 turns (stop reason: dialog is displayed).
WORMY activates Chant of Fortress.