











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 | Nightmare Adventure |
| Sex | Female |
| Race | Thalore |
| Class | Archer |
| Level / Exp | 24 / 41% |
| Size | medium |
| Lifes / Deaths | Killed by corrupted yellow jelly at level 18 on the 53rd Dusk 122nd year of Ascendancy at 21:54 1 / 5Killed by Salata the midge swarm at level 21 on the 5th Haze 122nd year of Ascendancy at 00:39 Killed by Emeth the giant lightning ant at level 21 on the 5th Haze 122nd year of Ascendancy at 03:40 Killed by Cyrorin the slaver at level 22 on the 58th Haze 122nd year of Ascendancy at 22:00 Killed by runed bone giant at level 23 on the 2nd Decay 122nd year of Ascendancy at 23:02 |
Primary Stats
| Strength | 56 (base 45) |
| Dexterity | 68 (base 53) |
| Constitution | 21 (base 10) |
| Magic | 11 (base 10) |
| Willpower | 36 (base 10) |
| Cunning | 26 (base 16) |
Resources
| Life | 610/610 |
| Stamina | 239/239 |
| Healing Factor | 1.094804467222 |
| Regeneration | 3.5581145184715 |
Speed
| Mental | -2.2204460492503E-14% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 6 |
| See Stealth | 34.182604915697 |
| See Invisible | 34.182604915697 |
Offense: Mainhand
| Damage | 106 |
| Accuracy | 51 |
| Crit Chance | 20% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +10% |
| Light | +3% |
| Arcane | +6% |
| Cold | +39% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +7% |
| Darkness | +5% |
| Light | +10% |
| Cold | +5% |
Defense: Base
| Armour (hardiness) | 21 (69.687909656376%) |
| Defense | 55 |
| Ranged Defense | 55 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 32 |
| Mental Save | 37 |
Defense: Resistances
| Darkness | + 23%( 70%) |
| Light | + 12%( 70%) |
| Nature | + 36%( 70%) |
| Blight | + 17%( 70%) |
| Physical | + 24%( 70%) |
| Cold | + 56%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 10% |
| Teleport Resistance | 20% |
| Pinning Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 12 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 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 629% 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 Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 388 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Archery training | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Race / Thalore | 1.00 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Intuitive Shots |
| talent | Trained Reactions |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Willpower by +5. | done |
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 Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | 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 precision. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed warg claw. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed ice ant stinger. * '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.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed green worm. * '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: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed vial of wight ectoplasm. * You've found the needed minotaur nose. | 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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You 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 |
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 | Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | quiver of ash arrows 'Jetglamour' (20/20, 37-52 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Rare] Master Weapon Damage 37.0 - 51.8 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +15.5% Capacity 20 On-ranged-hit +20 darkness On-Hit, radius 1 +16 darkness On-crit, radius 2 +16 arcane +20 temporal On Critical: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | Noonshine1.0 Encumbrance T3 lite [Rare] Nature While equipped: offense ------ Damage +3% light Ignore resists +10% light On-Hit (Melee): * 20% chance to reduce armor by 21% defense ------ Resistance +9% nature +3% light Life +49.00 other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap 'Salara' (5 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Con defense ------ Armor +3 Defense +5 (+2 eff.) Fatigue +3% Physical save +6 (+3 eff.) Spell save +9 (+4 eff.) Stun Resist +20% Teleport Resist +20% A cap made of leather. |
| Tool | evasive ash wand of lightning storm [power 194] (13 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 38 lightning damage and will be dazed for 1 turn (194 total damage) Puts all charms on 13 turn cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 17.64 cold and 12.69 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+2 eff.) Fatigue -7% Mind save +13 (+5 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 43 out of 50/50. Range 7 Cooldown: 5 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around waist | hardened leather belt 'Eclipseslicer'1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) Damage +9% cold Ignore resists +5% darkness +5% cold When Hit 6 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Resistance +6% cold Physical save +9 (+5 eff.) A belt that goes around your waist. |
| In main hand | yew longbow 'Kindlefury'4.0 Encumbrance T3 longbow 2H weapon [Rare] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Range +9 Projectile Speed +200% On-ranged-hit +12 light While equipped: Stats +6 Dex offense ------ When Hit 4 light 4 mind defense ------ Resistance +1% physical Longbows are used to shoot arrows at your foes. |
| On hands | heroic hardened leather gloves of dexterity (+4) (0 def, 6 armour)1.0 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +4 Dex offense ------ Accuracy +13 (+4 eff.) defense ------ Armor +6 Mind save +5 (+2 eff.) Life +46.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Spinal Cage (5 def, 8 armour)9.0 Encumbrance T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex defense ------ Armor +8 Defense +5 (+2 eff.) Fatigue +3% Resistance +15% physical Bone Grab: Effective talent level: 2.0 Power cost 17 out of 30/30. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 24.21 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
| Cloak | spellcowled cashmere cloak of conjuring (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Arcane While equipped: Stats +3 Mag +2 Wil offense ------ Spell Crit +4% Critical power +14.00% Spellpower +3 (+2 eff.) Damage +6% arcane Ignore resists +7% arcane defense ------ Defense +2 (+1 eff.) Spell save +7 (+3 eff.) other ------- Max mana +106.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+3 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
regeneration infusion of the wizard (heal 387; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 387 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. |
shielding rune of the warrior (absorb 283; dur 5; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 283 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Emytira the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ Spell Crit +1% Spellpower +10 (+5 eff.) Damage +3% blight Ignore resists +20% arcane Ignore Shields +10% defense ------ Resistance +13% fire +16% cold Spell save +9 (+4 eff.) other ------- Mana/turn +0.12 Amulets make your neck look great! |
Gereta the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex defense ------ Physical save +12 (+6 eff.) Spell save +6 (+3 eff.) Unlife -80.00 life Healmod +12% Cut Resist +60% Stun Resist +20% Heal: Puts all charms on 30 turn cooldown Effective talent level: 1.0 Power cost 30 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 154 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Life +22.00 Disarm Resist +20% Pinning Resist +20% Knockbk Resist +20% Rings make your fingers look great! |
voratun battleaxe 'Elenagorn' (69-104 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 69.0 - 103.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On Hit: * Create an explosion dealing 27 cold damage (1/turn) * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: offense ------ Damage +28% cold Ignore resists +33% cold defense ------ Resistance +9% blight +6% temporal Spell save +9 (+4 eff.) Confus Resist +10% Massive two-handed battleaxes. |
Surefire4.0 Encumbrance T1 longbow 2H weapon [Unique] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 105% Range +9 While equipped: Stats +3 Dex offense ------ Physical Crit +5.0% Damage +5% physical Accuracy +12 (+4 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Sewerobeisance the cured leather sling4.0 Encumbrance T2 sling 1H weapon [Rare] Arcane Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +9 fire While equipped: Stats +1 Cun offense ------ Critical power +10.00% Damage +3% mind +9% fire Ignore resists +25% arcane defense ------ Resistance +5% arcane +6% nature Slings are used to hurl stones or metal shots at your foes. |
ravager's rough leather belt of burglary1.0 Encumbrance T1 belt armor [Ego++] Master While equipped: Stats +4 Dex +4 Cun +6 Lck offense ------ Damage +6% physical Ignore resists +6% physical defense ------ Stealth +6 other ------- Disarm Traps +7 Infravision +4 A belt that goes around your waist. |
Dawnbutcher the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Damage +6% light Ignore resists +20% acid defense ------ Defense +1 (+0 eff.) Resistance +6% acid other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Layora (10 def, 2 armour)2.0 Encumbrance T1 cloth armor [Rare] Psionic While equipped: Stats +3 Dex offense ------ Physical Crit +4.0% Mind Crit +3% Mindpower +2 (+1 eff.) Accuracy +15 (+5 eff.) When Hit 4 acid defense ------ Armor +2 Defense +10 (+3 eff.) Resistance +7% all Mind save +16 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing Rags of the Sanctuary (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Psionic While equipped: Stats +5 Mag +4 Wil defense ------ Resistance +7% all other ------- Mana/turn +0.11 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe of light (+16%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +2% Spellpower +3 (+2 eff.) Damage +11% light defense ------ Resistance +16% light +7% all Spell save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots 'Shadowfury' (10 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +3 Dex offense ------ Physical Power +5 (+2 eff.) Damage +6% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Armor +1 Defense +10 (+3 eff.) Life Regen +2.00 Healmod +10% A pair of boots made of leather. |
Emolessra (0 def, 7 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 11 physical Damage +6% physical Ignore resists +5% mind When Hit 6 mind defense ------ Armor +7 Resistance +3% lightning +6% blight +9% cold +9% mind +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Gleamthorn (10 def, 8 armour)9.0 Encumbrance T2 light armor [Rare] Master While equipped: Stats +5 Cun +4 Dex offense ------ When Hit 10 acid 4 light defense ------ Armor +8 Defense +10 (+3 eff.) Fatigue +7% Resistance +12% light +21% acid A suit of armour made of leather. |
Skin of Many (12 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +6 Defense +12 (+4 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Xyrida (20/20, 32-46 power, 10 apr)3.0 Encumbrance T3 arrow ammo [Rare] Psionic Weapon Damage 32.5 - 45.5 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 20 On-ranged-hit +12 physical +8 mind On-crit, radius 2 +20 mind On Hit: * 10% chance to reduce all saves and defense by 20 * 20% chance to slow global speed by 46% * 20% chance to knock the target back 3 spaces and deal 119 physical damage Arrows are used with bows to pierce your foes to death. |
agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
95 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance 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. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical 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. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 269/400 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 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Balanceterror the pouch of dwarven-steel shots (23/23, 42-50 power, 6 apr)3.0 Encumbrance T3 shot ammo [Random Unique] Arcane/Master/Psionic Weapon Damage 42.0 - 50.4 Physical Uses 70% Dex, 50% Cun Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 23 Projectile Speed +200% On-ranged-hit +7 physical +4 nature On-Hit, radius 1 +12 blight On-crit, radius 2 +4 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 11 * 20% chance to knock the target back 3 spaces and deal 119 physical damage On Critical: * Splash the target with acid dealing 44 damage over 5 turns and reducing armor and accuracy by 6 Shots are used with slings to pummel your foes to death. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By kaiwin the Thalore Archer level 16
29th Dusk 122nd year of Ascendancy at 20:44 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By kaiwin the Thalore Archer level 20
3rd Haze 122nd year of Ascendancy at 18:13 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By kaiwin the Thalore Archer level 10
4th Mirth 122nd year of Ascendancy at 15:53 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By kaiwin the Thalore Archer level 20
64th Dusk 122nd year of Ascendancy at 20:21 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By kaiwin the Thalore Archer level 22
40th Haze 122nd year of Ascendancy at 21:09 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By kaiwin the Thalore Archer level 12
7th Mirth 122nd year of Ascendancy at 20:17 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By kaiwin the Thalore Archer level 22
60th Haze 122nd year of Ascendancy at 07:16 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By kaiwin the Thalore Archer level 22
59th Haze 122nd year of Ascendancy at 17:55 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By kaiwin the Thalore Archer level 18
53rd Dusk 122nd year of Ascendancy at 01:35 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a previous level here (press '' or right click to use).
Ran for 72 turns (stop reason: at exit).
Space around you starts to dissolve...
Resting starts...
Kaiwin regains balance.
You are yanked out of this place!
Rested for 40 turns (stop reason: dialog is displayed).
You gain 0.25 gold from the transmogrification of pouch of steel shots (19/19, 21-25 power, 2 apr).
You gain 9.27 gold from the transmogrification of rejuvenating cured leather armour of Eyal (6 def, 4 armour).
You gain 1.85 gold from the transmogrification of corrosive dwarven-steel gauntlets of magic (+3) (0 def, 2 armour).
You gain 1.80 gold from the transmogrification of blighted dwarven-steel gauntlets of magic (+3) (0 def, 2 armour).
You gain 4.48 gold from the transmogrification of woollen robe of alchemy (0 def, 0 armour).
You gain 5.12 gold from the transmogrification of mindwoven woollen robe of life (0 def, 0 armour).
You gain 0.50 gold from the transmogrification of steel longsword (16-23 power, 3 apr).
You gain 14.65 gold from the transmogrification of Bokimarion.
You gain 5.05 gold from the transmogrification of truestriking steel dagger of phasing (11-14 power, 16 apr).
You gain 4.51 gold from the transmogrification of thought-forged steel dagger of vileness (12-16 power, 6 apr).
You gain 4.95 gold from the transmogrification of hateful steel dagger of rage (12-16 power, 6 apr).
You gain 1.75 gold from the transmogrification of arcing steel dagger of amnesia (10-13 power, 6 apr).
You gain 1.06 gold from the transmogrification of shatter afflictions rune of the psychic (absorb 56; cd 19).
You gain 1.09 gold from the transmogrification of manasurge rune of the psychic (regen 816% over 10 turns; mana 41; cd 17).
You gain 1.43 gold from the transmogrification of biting gale rune (damage 120; dur 4; cd 17).
You gain 1.24 gold from the transmogrification of regeneration infusion (heal 248; 16 cd).
There is a Very old halfling ruins here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.

























































































