










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Weaver Class 1.7.6Adds Weaver class. Weaver is a Wilder subclass, a resilient unarmed combatant with emphasis of moving around strategically through their set-up battlefield. Their skill sets revolve around arachnids. Laying webs, injecting enemies with poison, beating enemies with your limbs, creating cocoon for later consumption, and more! Their talents mainly uses equilibrium, have huge equilibrium demand yet heavy hitting, and moderate-long cooldown. Some even needs "special charge" to use. So if you decide to become one of the weaver, make sure to use your talents and resources wisely! They get access to: --- wild-gift: weaver anatomy wild-gift: threads and webs wild-gift: dance of the Weaver wild-gift: cocoon utilization wild-gift: chitin --- Post Note: We are highly looking forward for you to become one of the weaver and take part on the hunt for preys!. Please leave reviews, comments, and certainly bug reports! Happy hunting, Weaver! Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Doomed |
| Level / Exp | 21 / 56% |
| Size | medium |
| Lifes / Deaths | Killed by Glama the skeleton warrior at level 7 on the 78th Pyre 122nd year of Ascendancy at 15:07 0 / 7Killed by ritch flamespitter at level 11 on the 5th Dusk 122nd year of Ascendancy at 18:47 Killed by skeleton magus at level 19 on the 38th Dusk 122nd year of Ascendancy at 02:34 Killed by Eilinenn the skeleton warrior at level 19 on the 38th Dusk 122nd year of Ascendancy at 06:40 Killed by Arata the gigantic sandworm tunneler at level 21 on the 48th Dusk 122nd year of Ascendancy at 21:45 Killed by poison gas trap at level 21 on the 49th Dusk 122nd year of Ascendancy at 03:58 Killed by Sandworm Queen at level 21 on the 49th Dusk 122nd year of Ascendancy at 04:29 |
Primary Stats
| Strength | 17 (base 12) |
| Dexterity | 14 (base 10) |
| Constitution | 21 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 62 (base 49) |
| Cunning | 65 (base 41) |
Resources
| Life | -13/466 |
| Hate | 100/100 |
| Healing Factor | 1.094804467222 |
| Regeneration | 0.82110335041652 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Invisible | -8.8817841970013E-16 |
| ESP Range | 10 |
| ESP Kinds | humanoid |
Offense: Mainhand
| Damage | 19 |
| Accuracy | 38 |
| Crit Chance | 20% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 21 |
| Accuracy | 38 |
| Crit Chance | 20% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 61 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +19% |
| Acid | +9% |
| Darkness | +12% |
| Cold | +9% |
| Mind | +36% |
| Physical | +4% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Fire | +5% |
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 13 (30%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 27 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 14%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 34%( 70%) |
| All | + 11%( 70%) |
| Darkness | + 11%( 70%) |
| Light | + 11%( 70%) |
| Physical | + 11%( 70%) |
| Lightning | + 28%( 70%) |
| Fire | + 38%( 70%) |
| Mind | + 29%( 70%) |
Defense: Immunities
| Stun Resistance | 38% |
| Confusion Resistance | 53% |
| Fear Resistance | 18% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 18% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 277 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 603% 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 Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -539 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1079 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Darkness | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Shadows | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cursed / Punishments | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / One with shadows | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.40 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Effects
Quests
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | 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 Constitution by +5. | done |
You failed to protect the worried loremaster from death by Lisessra the grey mold. Escort: worried loremaster (level 1 of Ruins of Kor'Pul) | failed |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Aledundil' (Madness) (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Dmg.mod +3% acid +3% mind Melee Ret 8 mind On Hit (Melee): * 10% chance to reduce armor by 17% ----- def ----- Armour +1 Resists +3% acid Phys.save +6 (+3 eff.) Spell.save +5 (+3 eff.) Mind.save +6 (+2 eff.) Curse of Madness A pair of boots made of leather. |
| Light source | brass lantern 'Shockstone'2.0 T1 lite [Rare] Nature While equipped: Stats +4 Cun dps ---------- Crit.mult +10.00% Dmg.mod +9% lightning ----- def ----- Max.HP +43.00 ---------- 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 | Arassra the linen wizard hat (Nightmares) (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +5% arcane ---------- misc Equi/ret +0.70 Psi/ret +0.80 Hate/ret +0.70 Hate/m.crit +4.00 Curse of Nightmares A pointy cloth hat, very wizardly... |
| On hands | rough leather gloves 'Earehell' (Misfortune) (0 def, 7 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +2 Str +2 Dex +2 Wil +3 Cun dps ---------- Melee+ 6 physical Dmg.mod +4% physical ----- def ----- Armour +7 Crit.chn- 10.00% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Lightningvault [power 105] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% acid Res.pen +5% lightning On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 7 * 10% chance to reduce armor by 17% Blast the opponent's mind dealing 143 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | rogue's steel ring of fire (+24%) (Shrouds)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +12% fire ----- def ----- Defense +6 (+3 eff.) Resists +24% fire Rings make your fingers look great! |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 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 neck | grounding copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +11% lightning Stun/Frz- +20% Amulets make your neck look great! |
| In main hand | Droharahek the Infernoripper (Nightmares) (6-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 5.5 - 6.1 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% Melee+ +4 fire While equipped: Stats +1 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 6 lightning Dmg.mod +10% lightning Res.pen +5% lightning +5% fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +8% lightning Max.HP +12.00 HP.reg +0.50 ---------- misc Hate/kill +1.00 Psi/kill +2.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Curse of Nightmares Inflict 127.02 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown 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. |
| Around waist | rough leather belt 'Aerytira' (Nightmares)1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Crit.mult +10.00% Mind.pwr +25 (+6 eff.) Dmg.mod +9% mind ----- def ----- Resists +6% fire +6% cold ---------- misc Equi/ret +0.04 Curse of Nightmares A belt that goes around your waist. |
| In off hand | horrifying thorny mindstar of balance (Shrouds) (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 3 mind 6 darkness Dmg.mod +4% mind +2% darkness ----- def ----- Phys.save +3 (+1 eff.) Spell.save +5 (+3 eff.) Mind.save +2 (+0 eff.) ---------- misc Equi/ret +1.00 Talents +1 Attune Mindstar Curse of Shrouds 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. |
| Cloak | Glacierdash (Madness) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +6 Wil +2 Cun +4 Con dps ---------- Dmg.mod +9% cold ----- def ----- Defense +1 (+0 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Yeek-fur Robe (Shrouds) (10 def, 5 armour)2.0 T3 cloth armor [Unique] Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +20% mind ----- def ----- Armour +5 Defense +10 (+5 eff.) Resists +20% cold +20% mind +11% all Mind.save +10 (+3 eff.) Confus- +35% ---------- misc Telepathy Humanoid Curse of Shrouds A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
Inventory
healing infusion of the sneak (heal 179; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 179 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 451%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 451% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 18%; magical; dur 2; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
warrior's steel amulet of strength (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
copper ring of sensing (Nightmares)0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +22% ---------- misc Infravis +3 See.Stealth +5 See.Invis +6 Rings make your fingers look great! |
dwarven-steel greatsword 'Aerilathagrim' (Misfortune) (39-62 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Rare] Nature Power 39.0 - 62.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +16 acid +79 fire On Hit: * 20% chance to reduce all saves and defense by 35 While equipped: dps ---------- All.spd +6% Dmg.mod +3% mind Res.pen +19% fire On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +3% lightning +21% cold Curse of Misfortune Massive two-handed swords. |
thorny mindstar 'Dazzledream' (Misfortune) (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +6% light +12% cold Res.pen +20% light ----- def ----- Resists +12% temporal +3% fire Max.HP +31.00 HP.reg +1.00 ---------- misc Talents +1 Attune Mindstar Curse of Misfortune 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. |
Kor's Fall (Misfortune) (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+7 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Curse of Misfortune Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 64.80 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (130). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
caustic dwarven-steel waraxe of daylight (Shrouds) (20-28 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Arcane/Nature Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +9 light Against +5% Undead On Crit.r2 +17 acid +14 nature While equipped: dps ---------- Res.pen +5% acid +8% nature Apr +7 Curse of Shrouds One-handed war axes. |
elemental dwarven-steel waraxe of daylight (Misfortune) (22-31 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Arcane Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +7 light Against +5% Undead On Hit: * Create an explosion dealing 15 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +8% fire Res.pen +5% fire Curse of Misfortune One-handed war axes. |
cleansing rough leather belt of the giants (Corpses)1.0 T1 belt armor [Ego] Disrupt/Master While equipped: dps ---------- Phys.pwr +3 (+3 eff.) ----- def ----- Resists +6% acid +5% blight Spell.save +5 (+3 eff.) ---------- misc Size +1 Curse of Corpses A belt that goes around your waist. |
insulating rough leather belt of unlife (Nightmares)1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +6% blight +5% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Nightmares A belt that goes around your waist. |
rough leather belt 'Demonnull' (Shrouds)1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+3 eff.) Dmg.mod +6% mind On Hit (Melee): * 10% chance to reduce damage dealt by 29% * 10% chance to reduce all saves and defense by 35 ----- def ----- Crit.chn- 5.00% Spell.save +5 (+3 eff.) Silence- +20% ---------- misc Size +1 Curse of Shrouds A belt that goes around your waist. |
linen cloak 'Velyth' (Shrouds) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +4 Con dps ---------- Dmg.mod +9% acid Melee Ret 2 acid ----- def ----- Defense +1 (+0 eff.) Die.at -20.00 life Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Duathelthorn (Shrouds) (0 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% darkness +22% fire Res.pen +10% mind ----- def ----- Resists +15% lightning +33% fire +5% arcane +11% all Heal.mod +20% ---------- misc Psi/ret +0.16 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Chalylaldir the pair of rough leather boots (Misfortune) (5 def, 2 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Cun ----- def ----- Armour +2 Defense +5 (+2 eff.) Resists +9% acid Die.at -40.00 life ---------- misc Infravis +1 Curse of Misfortune A pair of boots made of leather. |
pair of dwarven-steel boots 'Hazerupture' (Corpses) (5 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% cold ----- def ----- Armour +4 Defense +5 (+2 eff.) Fatigue +3% Resists +8% fire +5% arcane +10% cold Die.at -80.00 life Max.HP +80.00 Disease- +20% Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restorative pair of dwarven-steel boots (Shrouds) (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +4 Fatigue +3% HP.reg +5.00 Heal.mod +13% Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
temporal rough leather gloves of strength (+2) (Corpses) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+4 eff.) Melee+ 5 temporal Ranged+ 6 temporal Dmg.mod +4% temporal ----- def ----- Armour +1 Resists +6% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
grounding rough leather cap of constitution (+3) (Shrouds) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +5% temporal Curse of Shrouds A cap made of leather. |
Dazzlesnake the steel mail armour (Corpses) (9 def, 10 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Random Unique] Arcane/Psionic While equipped: Stats +8 Cun +4 Wil dps ---------- Res.pen +10% light ----- def ----- Armour +10 Defense +9 (+4 eff.) Fatigue +12% Resists +6% arcane Crit.chn- 5.00% Spell.save +10 (+5 eff.) Mind.save +22 (+7 eff.) ---------- misc Light +3 Curse of Corpses A suit of armour made of mail. |
rejuvenating hardened leather armour of cold resistance (Shrouds) (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +17% cold HP.reg +3.60 ---------- misc Stam/turn +0.80 Curse of Shrouds A suit of armour made of leather. |
rough leather armour of the hero (Shrouds) (3 def, 2 armour)9.0 T1 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +3 Str +3 Dex +3 Mag +4 Wil +3 Cun ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Max.HP +32.00 Curse of Shrouds A suit of armour made of leather. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
231 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. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapper's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +2 Cun dps ---------- Acc +4 (+4 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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.(119 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
iron torque of psionic shield 'Noonraider' [power 25] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +5% arcane Melee Ret 4 acid 2 arcane On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Resists +3% acid ---------- misc Light +2 Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
piercing iron torque of clear mind [power 1] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
cleansing yew totem of thorny skin [power 39] (20 cooldown)2.0 T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 39 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
3 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. |
7 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. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Lance the Cornac Doomed level 11
10th Mirth 122nd year of Ascendancy at 02:38 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Lance the Cornac Doomed level 10
2nd Mirth 122nd year of Ascendancy at 02:21 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Lance the Cornac Doomed level 20
38th Dusk 122nd year of Ascendancy at 09:05 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Lance the Cornac Doomed level 11
5th Dusk 122nd year of Ascendancy at 18:22 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Lance the Cornac Doomed level 16
19th Dusk 122nd year of Ascendancy at 20:54 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Lance the Cornac Doomed level 21
49th Dusk 122nd year of Ascendancy at 03:58 see stats
Log
Lance's mind surges with critical power!
You collect a new ingredient: sandworm tooth (1).
Lance hits Gigantic sandworm tunneler for 240 mind damage.
Talent Willful Strike is ready to use.
Talent Dark Torrent is ready to use.
Lance killed Gigantic sandworm tunneler!
Gigantic sandworm tunneler rushes out!
You have deflected 5 incoming damage!
Gigantic sandworm tunneler hits Lance for (6 gestured), (5 deflected), 42 physical (42 total damage).
Melee retaliation hits Gigantic sandworm tunneler for 14 mind damage.
Rimebark uses Winter's Fury.
Sandworm Queen summons a 3-headed hydra!
Turtle is confused and fails to use Taunt.
Gigantic sandworm tunneler shrugs off the effect 'Frozen'!
Sandworm Queen resists!
Rimebark's ice area effect hits Lance for 13 cold damage.
Rimebark's ice area effect hits Sandworm Queen for 20 cold damage.
Rimebark's ice area effect hits Gigantic sandworm tunneler for 27 cold damage.
Rimebark's ice area effect hits Turtle for 3 cold damage.
You collect a new ingredient: sandworm tooth (1).
Lance hits Gigantic sandworm tunneler for 121 mind damage.
Lance killed Gigantic sandworm tunneler!
Sandworm Queen breathes sand!
You have deflected 5 incoming damage!
Lance loses sight!
Turtle shrugs off the effect 'Blinded'!
Sandworm Queen hits Lance for (5 deflected), 165 physical (165 total damage).
Something hits Something for 36 physical damage.
Lance the level 21 cornac doomed was shattered to death by Sandworm Queen and swallowed whole on level 4 of Sandworm lair.




















































































