










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! 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. 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.
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
Possessor Bonus Class 1.7.4Donators/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 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 15 / 16% |
| Size | medium |
| Lifes / Deaths | Killed by entrenched horror at level 15 on the 52nd Dusk 122nd year of Ascendancy at 17:58 / 1 |
Primary Stats
| Strength | 69 (base 27) |
| Dexterity | 61 (base 28) |
| Constitution | 34 (base 28) |
| Magic | 20 (base 15) |
| Willpower | 34 (base 15) |
| Cunning | 18 (base 15) |
Resources
| Life | -46/468 |
| Stamina | 198/212 |
| Healing Factor | 1.285336564623 |
| Regeneration | 0.32133414115574 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 97 |
| Accuracy | 51 |
| Crit Chance | 6% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +25% |
| Lightning | +14% |
| Fire | -7% |
| Light | +20% |
Offense: Damage Penetration
| Blight | +5% |
| Cold | +5% |
Defense: Base
| Armour (hardiness) | 26 (38.594633868923%) |
| Defense | 43 |
| Ranged Defense | 43 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 23 |
| Mental Save | 30 |
Defense: Resistances
| Blight | + 5%( 70%) |
| Physical | + 1%( 70%) |
| Cold | + 25%( 70%) |
| All | 0%( 70%) |
| Lightning | + 6%( 70%) |
| Light | + 36%( 70%) |
| Temporal | + 6%( 70%) |
| Mind | + 12%( 70%) |
| Darkness | + 9%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Bleed Resistance | 100% |
| Confusion Resistance | 22% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 104 damage for 4 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 64 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: 6 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Strength stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.40 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
| talent | Trained Reactions |
| detrimental effect | Zone-wide effect: Air decreases over time. If you run out of air you will start losing life. Look for bubbles to recover air. The water also reduces stun resistance by 10% and fire damage is reduced by 10%, however cold damage is increased by 10%. Underwater Zone |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Arcane talents fail 10% of the time and arcane sustains have a 1.0% chance to deactivate each turn. Antimagic Disruption |
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 |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Lacerating Strikes (+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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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 avoidance. He has given you some notes on the ingredients: * '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.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
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 |
Equipment
| On feet | pair of rough leather boots 'Demonvagrant' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Dex +3 Mag +3 Cun dps ---------- Dmg.mod +3% fire On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +1 Resists +3% darkness Crit.chn- 10.00% Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. 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. A pair of boots made of leather. |
| Quiver | Grinarath (9/18, 20-28 power, 5 apr)3.0 T1 arrow ammo [Rare] Master Power 20.0 - 28.0 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +3.0% Capacity 18 Arrows are used with bows to pierce your foes to death. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(89 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | grounding iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 7/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 15.47 cold and 12.38 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 9/60 This azure ring seems to be always moist to the touch. |
| On fingers | warrior's steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Str +2 Mag dps ---------- Melee+ 10 light Ranged+ 11 light Dmg.mod +10% light ----- def ----- Armour +6 Rings make your fingers look great! |
| Around waist | rough leather belt 'Tundraburst'1.0 T1 belt armor [Rare] Arcane While equipped: Stats +7 Wil dps ---------- Mind.pwr +5 (+3 eff.) Res.pen +5% blight +5% cold ----- def ----- Resists +6% light +6% darkness A belt that goes around your waist. |
| In main hand | mighty elm longbow of lightning4.0 T1 longbow 2H weapon [Ego] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +8 lightning While equipped: Stats +2 Str dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +14% lightning Longbows are used to shoot arrows at your foes. |
| On hands | heroic iron gauntlets of butchering (0 def, 4 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Acc +5 (+2 eff.) Apr +5 ----- def ----- Armour +4 Fatigue +1% Resists +5% blight Spell.save +8 (+4 eff.) Mind.save +6 (+3 eff.) Max.HP +42.00 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 | marauder's rough leather armour (6 def, 2 armour)9.0 T1 light armor [Ego+] Master While equipped: Stats +4 Str +4 Dex ----- def ----- Armour +2 Defense +6 (+2 eff.) Fatigue +6% Phys.save +5 (+3 eff.) A suit of armour made of leather. |
| Cloak | linen cloak 'Loramaldil' (1 def, 10 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +5 Dex +3 Wil dps ---------- Phys.crit +1.0% ----- def ----- Armour +10 Defense +1 (+0 eff.) Resists +1% physical Phys.save +6 (+3 eff.) Mind.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 | clarifying steel amulet of mastery (0.10 Technique / Marksmanship)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% mind Confus- +22% ---------- misc Masteries +0.10 Technique/Marksmanship Amulets make your neck look great! |
Inventory
insulating stralite amulet of strength (+2)0.1 T4 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +11% cold +12% fire Amulets make your neck look great! |
Velylratira the ash starstaff (17-20 power, 3 apr, light element)5.0 T2 staff 2H weapon [Random Unique] 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: Stats +1 Dex +1 Wil dps ---------- Spell.crit +2% Spell.pwr +9 (+2 eff.) Dmg.mod +17% light ----- def ----- Armour +7 Defense +7 (+2 eff.) Max.HP +40.00 Silence- +10% ---------- misc Mana/turn +0.12 Max.mana +30.00 Wards +3 light Talents +1 Command Staff +2 Ward Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 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 +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Spellcrusher (32-48 power, 4 apr)5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 32.0 - 48.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+7 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
dwarven-steel greatmaul of massacre (50-74 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Master Power 49.5 - 74.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
River's Fury (23-32 power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+4 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 4.35 cold damage and 3.48 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
arcing blue-steel trident of vileness (20-31 power, 8 apr)3.0 T2 trident 2H weapon [Ego] Arcane Power 19.5 - 31.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Atk.spd 100% Melee+ +13 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 6 * 25% chance for lightning to strike from the target to a second target dealing 15 damage A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
steel waraxe (12-17 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
arcing dwarven-steel waraxe of daylight (20-29 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +5 light Against +11% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage One-handed war axes. |
pulsing mindstar of frost (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Melee+ 4 cold Dmg.mod +7% cold Res.pen +4% cold ----- def ----- Armour +6 Resists +6% cold ---------- 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. |
reinforced leather sling of piercing4.0 T4 sling 1H weapon [Ego+] Master Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 While equipped: dps ---------- Res.pen +5% all Acc +10 (+4 eff.) Apr +11 Slings are used to hurl stones or metal shots at your foes. |
pouch of steel shots of crippling (18/18, 20-25 power, 2 apr)3.0 T2 shot ammo [Ego+] Master Power 20.5 - 24.6 Physical Uses 70% Dex, 50% Cun Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +2 Crit +10.5% Capacity 18 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
mindwoven silk robe of corrosion (+19%) (0 def, 0 armour)2.0 T4 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+2 eff.) Dmg.mod +13% acid ----- def ----- Resists +19% acid +13% all Mind.save +20 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
hardened leather belt 'Alylekan'1.0 T3 belt armor [Rare] Nature While equipped: ----- def ----- Armour +2 Defense +20 (+6 eff.) Resists +6% fire +6% mind +15% cold HP.reg +1.40 Heal.mod +10% A belt that goes around your waist. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
pair of hardened leather boots 'Genn' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Melee Ret 8 arcane 4 blight On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Resists +5% arcane ---------- misc Stam/turn +0.70 Max.stam +23.00 A pair of boots made of leather. |
4 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. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
10 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. |
6 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. |
6 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. |
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. |
6 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
6 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. |
Porura2.0 T1 lite [Rare] Master While equipped: Stats +1 Cun +3 Dex dps ---------- Dmg.mod +3% physical ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +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. |
survivor's alchemist's lamp of focus1.0 T3 lite [Ego] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Phys.save +5 (+3 eff.) Heal.mod +13% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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)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. |
cleansing elven-wood totem of healing [power 344] (15 cooldown)2.0 T4 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 344 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Wintermaim the yew wand of lightning storm [power 236] (15 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- Res.pen +20% cold Melee Ret 8 cold ----- def ----- Disease- +15% Create a radius 3 storm for 5 turns. Each turn, creatures within take 53 lightning damage and will be dazed for 1 turn (269 total damage) Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. It was changed by the digestive sack. |
Achievements
Log
Jerry shoots!
You collect a new ingredient: naga tongue (1).
Jerry's Shoot hits Naga tide huntress for 109 physical damage.
Jerry's Shoot killed Naga tide huntress!
Jerry shoots!
Jerry is no longer evading attacks.
Talent Steady Shot is ready to use.
Entrenched horror starts to bleed.
Jerry's Shoot hits Entrenched horror for 63 physical, 7 lightning, 11 light (81 total damage).
Entrenched horror casts Pulverizing Auger.
Jerry reacts to damage from Entrenched horror, mitigating the blow!.
Bleeding from Jerry hits Entrenched horror for 7 physical damage.
Entrenched horror hits Jerry for (16 reacted , -3 stam), 147 physical (147 total damage).
Jerry's Rune: Blink has been disrupted by anti-magic forces!
Bleeding from Jerry hits Entrenched horror for 7 physical damage.
Entrenched horror has been put to sleep.
Talent Flare is ready to use.
Entrenched horror is suffering from insomnia.
Bleeding from Jerry hits Entrenched horror for 7 physical damage.
Jerry uses Headshot.
Jerry's Headshot performs a ranged critical strike against Entrenched horror!
Jerry's Headshot hits Entrenched horror for 243 physical, 7 lightning, 11 light (261 total damage).
Entrenched horror is no longer sleeping.
Talent Bone Armour is ready to use.
Entrenched horror casts Earthen Missiles.
Bleeding from Jerry hits Entrenched horror for 37 physical damage.




























































































