









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. 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:
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.
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 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:
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: 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 Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Writhing One |
| Level / Exp | 21 / 63% |
| Size | medium |
| Lifes / Deaths | Killed by Shasshhiy'Kaish at level 15 on the 34th Dusk 122nd year of Ascendancy at 20:58 0 / 6Killed by Layenn the telugoroth at level 16 on the 36th Dusk 122nd year of Ascendancy at 11:33 Killed by ultimate telugoroth at level 16 on the 36th Dusk 122nd year of Ascendancy at 19:31 Killed by Ivyratta the bandit at level 20 on the 53rd Dusk 122nd year of Ascendancy at 19:01 Killed by armoured skeleton warrior at level 21 on the 42nd Haze 122nd year of Ascendancy at 17:07 Killed by Glyba the Guardian at level 21 on the 42nd Haze 122nd year of Ascendancy at 19:43 |
Primary Stats
| Strength | 58 (base 34) |
| Dexterity | 11 (base 10) |
| Constitution | 42 (base 18) |
| Magic | 72 (base 50) |
| Willpower | 16 (base 10) |
| Cunning | 8 (base 10) |
Resources
| Life | -94/779 |
| Insanity | 0/100 |
| Healing Factor | 1.533988003127 |
| Regeneration | 13.422395027361 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 66 |
| Accuracy | 37 |
| Crit Chance | 3% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Nature | +3% |
| Blight | +22% |
| Darkness | +4% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 26.413408721348 (65.897138898113%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 2 |
| Physical Save | 37 |
| Spell Save | 30 |
| Mental Save | 16 |
Defense: Resistances
| Acid | + 31%( 73%) |
| Nature | + 9%( 73%) |
| Darkness | + 10%( 73%) |
| Blight | + 22%( 73%) |
| Cold | + 15%( 73%) |
| Fire | + 22%( 73%) |
| All | 0%( 73%) |
Defense: Immunities
| Stun Resistance | 70% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Silence Resistance | 22% |
| Poison Resistance | 80% |
| Knockback Resistance | 60% |
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 224 damage for 3 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 75 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: 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. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Disfigured face | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Demented / Beyond sanity | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
Quests
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You 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 |
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. | 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 electric eel tail. * You've found the needed honey tree root. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed warg claw. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed black mamba head. * You've found the needed hummerhorn wing. | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | blightbringer's pair of rough leather boots of phasing (0 def, 1 armour)2.0 T1 feet armor [Ego++] Arcane While equipped: Stats +7 Mag +3 Wil dps ---------- Spell.pwr +3 (+1 eff.) Dmg.mod +6% acid +6% blight ----- def ----- Armour +1 Disease- +23% Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
| Light source | brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +41.00 ---------- 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 | Hurydrazor (17 def, 4 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +2 Str dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Acc +20 (+7 eff.) Melee Ret 6 physical ----- def ----- Armour +4 Defense +17 (+9 eff.) Phys.save +9 (+4 eff.) ---------- misc Psi/turn +0.16 A pointy cloth hat, very wizardly... |
| Tool | extending elm wand of shielding [power 122] (17/20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | psionicist's steel ring of blight (+12%)0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +12% blight ----- def ----- Resists +12% blight Mind.save +8 (+6 eff.) Rings make your fingers look great! |
| On fingers | wizard's steel ring of arcana (+0.11/turn)0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +5 Mag ----- def ----- Spell.save +10 (+5 eff.) Silence- +22% ---------- misc Mana/turn +0.11 Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Relgyhek the Flamewilter (22-31 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Arcane Power 22.5 - 31.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit.r1 +9 fire On Crit.r2 +8 fire On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +1 Wil dps ---------- Crit.mult +5.00% ----- def ----- Resists +6% fire ---------- misc Max.psi +50.00 Sharp, long, and deadly. |
| On hands | Ichoronslaught (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature Res.pen +10% nature ----- def ----- Armour +2 Resists +9% acid +6% fire +9% nature +15% cold HP.reg +3.50 ---------- misc Stam/turn +0.60 Psi/turn +0.24 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 | Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | Mardyleg the Abyssspire0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% fire ----- def ----- Armour +5 Defense +6 (+3 eff.) Resists +12% acid Res.Cap +3% all Phys.save +11 (+5 eff.) HP.reg +2.00 Knockbk- +20% Amulets make your neck look great! |
Inventory
Rune of the Rift (214.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 214.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the wizard (power 27; resist 25%; move 38%; dur 5; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 25% all resistance, you move 38% faster, and you are invisible (power 27). 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. |
stabilizing copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +10% temporal Pinning- +24% Knockbk- +20% Amulets make your neck look great! |
warrior's steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +5% physical Heal.mod +12% Cut- +50% ---------- misc Stam/turn +0.50 Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal 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! |
rogue's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Blind- +21% ---------- misc Infravis +3 See.Stealth +6 See.Invis +5 Rings make your fingers look great! |
warrior's steel ring of the mind (+11%)0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +11% mind ----- def ----- Armour +4 Resists +11% mind Rings make your fingers look great! |
lifebinding yew magestaff (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego+] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +3% Spell.pwr +13 (+4 eff.) Dmg.mod +20% lightning ----- def ----- HP.reg +1.00 Heal.mod +12% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
chilling dwarven-steel battleaxe (29-44 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane Power 29.0 - 43.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +7 cold Massive two-handed battleaxes. |
steel greatmaul (30-44 power, 2 apr)5.0 T2 greatmaul 2H weapon [Normal] Power 29.5 - 44.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
plaguebringer's dwarven-steel greatmaul of projection (39-58 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego++] Arcane/Psionic Power 39.0 - 58.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +10 blight On Hit: 20% Epidemic 3 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 26 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: ----- def ----- Disease- +17% Massive two-handed mauls. |
plaguebringer's steel longsword (14-20 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Arcane Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 blight On Hit: 20% Epidemic 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 26 While equipped: ----- def ----- Disease- +10% Sharp, long, and deadly. |
arcing iron waraxe of massacre (18-26 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane/Master Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 89 damage One-handed war axes. |
steel waraxe of daylight (14-19 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 light Against +5% Undead One-handed war axes. |
Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 119.83 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
projecting vined mindstar (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +7% lightning +8% fire +7% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection 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. |
Coral Spray (8 def, 8 armour, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
rejuvenating rough leather armour of acid resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +17% acid HP.reg +2.00 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
Bokidig1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +2 (+0 eff.) ----- def ----- Resists +6% light +5% arcane Spell.save +5 (+2 eff.) Knockbk- +10% ---------- misc Max.psi +10.00 Size +1 A belt that goes around your waist. |
Godhetha (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Wil +3 Con dps ---------- Crit.mult +10.00% Res.pen +10% blight ----- def ----- Defense +2 (+1 eff.) Resists +9% acid ---------- misc Vim/s.crit +2.00 Max.mana +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Belara' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Wil +2 Cun +2 Con dps ---------- Crit.mult +15.00% ----- def ----- Defense +2 (+1 eff.) Mind.save +3 (+3 eff.) ---------- misc Max.hate +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Daganarisus (3 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Wil dps ---------- S.pwr/crit +2 Res.pen +25% mind ----- def ----- Armour +3 Defense +3 (+2 eff.) Fatigue +2% ---------- misc Mana/turn +0.04 Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 18% chance to evade melee and ranged attacks and 7 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc 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. |
Offalwrither (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Cun +3 Dex dps ---------- Dmg.mod +6% nature +15% blight Res.pen +5% nature Acc +7 (+3 eff.) Apr +7 Melee Ret 2 fire On Hit (Melee): * 10% chance to slow global speed by 39% ----- def ----- Armour +2 Fatigue +3% Resists +6% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 23.01 to 69.04 lightning damage (46.02 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Crown of Burning Pain (9 def, 0 armour)4.0 T3 head armor Reqs Cun 25 [Unique] Arcane While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +25% fire ----- def ----- Defense +9 (+5 eff.) Fatigue +4% Resists +25% fire Meteor Rain: Level 2.0 Pwr.cost 34 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 65.58 fire and 58.55 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Fogsmash (0 def, 10 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +9% lightning Res.pen +5% darkness Acc +5 (+2 eff.) Apr +3 ----- def ----- Armour +10 Fatigue +4% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
8 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. |
2 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. |
10 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. |
9 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. |
10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+5 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+5 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
3 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. |
57 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. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 124.00 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 124.00 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
iron pickaxe of Reknor (dig speed 19 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Resists +6% darkness +5% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
steel torque of mindblast [power 155] (17/15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 155 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of stinging [power 182] (17/15 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 187 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Abyssvengeance the yew totem of thorny skin [power 40] (17/20 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +9% fire Res.pen +10% light Melee Ret 2 fire ----- def ----- Resists +6% light ---------- misc See.Invis +15 Harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
yew totem of stinging 'Neretta' [power 260] (17/15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.pwr +25 (+8 eff.) ----- def ----- Armour +8 Phys.save +12 (+5 eff.) Sting an enemy dealing 268 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
soothing elm wand of conjuration [power 100] (17/15 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 100 cold damage Puts all charms on 15 cooldown 100% to heal for 35. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Exterminator
Killed 1000 creatures.By Puggy the Ghoul Writhing One level 18
51st Dusk 122nd year of Ascendancy at 09:42 see stats
Level 10
Got a character to level 10.By Puggy the Ghoul Writhing One level 10
1st Summertide 122nd year of Ascendancy at 22:37 see stats
Level 20
Got a character to level 20.By Puggy the Ghoul Writhing One level 20
53rd Dusk 122nd year of Ascendancy at 07:09 see stats
Poisonous
Sided with the assassin lord.By Puggy the Ghoul Writhing One level 21
62nd Dusk 122nd year of Ascendancy at 03:51 see stats
The Arena
Unlocked Arena mode.By Puggy the Ghoul Writhing One level 10
2nd Summertide 122nd year of Ascendancy at 20:57 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Puggy the Ghoul Writhing One level 18
50th Dusk 122nd year of Ascendancy at 03:23 see stats
Log
Tentacle Constriction from Puggy misses Glyba the Guardian.
Talent Rune: Shatter Afflictions is ready to use.
Glyba the Guardian casts Night Sphere.
Puggy casts Carrion Feet.
Your shield crumbles under the damage!
The shield around Puggy crumbles.
Something hits Puggy for (159 absorbed), 68 darkness (68 total damage).
Puggy casts Rune: Shatter Afflictions.
A shield forms around Puggy.
Puggy casts Dissolved Face.
Puggy deactivates Constrict.
Puggy slows down.
Puggy activates his extending elm wand of shielding!
The shield around Puggy crumbles.
A shield forms around Puggy.
Your shield crumbles under the damage!
The shield around Puggy crumbles.
Glyba the Guardian's Chill of the Tomb hits Puggy for 155 cold damage.
Something hits Puggy for (122 absorbed), 31 darkness (31 total damage).
Talent Lash Out is ready to use.
Talent Gnaw is ready to use.
Something hits Puggy for 153 darkness damage.
Puggy the level 21 ghoul writhing one was swallowed by the void to death by Glyba the Guardian on level 1 of Ruined Dungeon.







































































































