












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! Gunsnixed Lite 1.7.0Increases the minimum spawn level of Gunsnake from the Embers of Rage DLC (required) from 8 to 15. (In theory, it could still appear at an earlier level depending on out-of-depth checks in zone generation, but the likelihood of that should be significantly reduced.) Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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:
True Full Respec Mastery Boost 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Ogre |
Class | Writhing One |
Level / Exp | 29 / 9% |
Size | big |
Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
Strength | 82 (base 60) |
Dexterity | 23 (base 21) |
Constitution | 23 (base 12) |
Magic | 75 (base 60) |
Willpower | 13 (base 1) |
Cunning | 17 (base 5) |
Resources
Life | 860/888 |
Insanity | 47/100 |
Stamina | 216/216 |
Equilibrium | 20 |
Healing Factor | 1.2099022211821 |
Regeneration | 3.9321822188417 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +58.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 7 |
See Invisible | 6 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 109 |
Accuracy | 50 |
Crit Chance | 32% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 52 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +19% |
Light | +10% |
Blight | +9% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Lightning | +31% |
Acid | +20% |
Light | +10% |
Temporal | +10% |
Darkness | +5% |
Arcane | +10% |
Cold | +17% |
All | 0% |
Defense: Base
Armour (hardiness) | 92.5 (95%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 0 |
Physical Save | 47 |
Spell Save | 37 |
Mental Save | 21 |
Defense: Resistances
Acid | + 41%( 70%) |
Arcane | + 40%( 70%) |
Mind | + 43%( 70%) |
All | + 33%( 70%) |
Darkness | + 57%( 70%) |
Light | + 55%( 70%) |
Physical | + 47%( 70%) |
Fire | + 42%( 70%) |
Cold | + 50%( 70%) |
Defense: Immunities
Disarm Resistance | 60% |
Teleport Resistance | 10% |
Stun Resistance | 100% |
Blind Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (5/5)
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 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 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 -506 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 523 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 683% 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 234 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Generic Talents
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Demented / Beyond sanity | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Elemental Harmony |
talent | Chant of Fortress |
talent | Chaos Orbs |
beneficial effect | Linked to their horror ally gaining 25% all damage resistance. Shared Insanity |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Increases armour by 25. Elemental Harmony |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 33. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' 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 black mamba head. * You've found the needed orc heart. * You've found the needed honey tree root. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed green worm. * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed vial of greater demon bile. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | 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 | ![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Res.pen +10% lightning ----- def ----- Armour +5 Resists +5% arcane +8% fire +3% darkness +7% cold Die.at -80.00 life Disarm- +20% A pair of boots made of leather. |
Light source | ![]() 1.0 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.(56 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +1 Dex +3 Wil dps ---------- Phys.crit +2.0% Res.pen +10% light ----- def ----- Defense +1 (+0 eff.) Phys.save +15 (+5 eff.) Die.at -80.00 life A pointy cloth hat, very wizardly... |
Tool | ![]() 3.0 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +7 Str +3 Mag +6 Wil dps ---------- Phys.crit +8.0% Mind.crit +7% Res.pen +10% arcane +20% acid ----- def ----- Armour +3 Defense +5 (+2 eff.) Resists +6% physical ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Str +5 Wil +4 Cun +5 Con dps ---------- Phys.pwr +8 (+2 eff.) Mind.pwr +8 (+4 eff.) Res.pen +10% temporal Melee Ret 2 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- HP.reg +3.00 Stun/Frz- +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 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 (+7 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 waist | ![]() 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +5% darkness ----- def ----- Defense +5 (+2 eff.) Phys.save +7 (+3 eff.) Max.HP +60.00 Stun/Frz- +20% Teleport- +10% ---------- misc Stam/turn +2.00 A belt that goes around your waist. |
In main hand | ![]() 3.0 T5 longsword 1H weapon [Random Unique] Nature/Master Power 41.0 - 57.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +10 nature On Crit.r2 +34 lightning +45 cold While equipped: Stats +2 Dex +2 Con dps ---------- Phys.crit +10.0% Crit.mult +31.00% Mov.spd +36% Res.pen +21% lightning +17% cold Apr +9 ----- def ----- Resists +6% acid +3% light Spell.save +6 (+3 eff.) ---------- misc See.Invis +6 Sharp, long, and deadly. |
On hands | ![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Main armor | ![]() 14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +7 Str dps ---------- On Hit (Melee): * 20% chance to reduce armor by 36% ----- def ----- Armour +14 Defense +3 (+1 eff.) Fatigue +7% Resists +6% acid +8% physical +18% darkness +5% arcane Phys.save +6 (+2 eff.) Spell.save +13 (+5 eff.) ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.6 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Dmg.mod +6% fire Acc +20 (+7 eff.) ----- def ----- Armour +20 Defense +2 (+1 eff.) Resists +18% cold +15% mind +6% fire ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
![]() 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 instantly heal yourself for 233 then cleanse 1 wound, poison, and disease effect. 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 628% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 534 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 20% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 35% for 3 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 33% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 414 damage for 5 turns. 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. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Str dps ---------- Crit.mult +5.00% Res.pen +15% physical ----- def ----- Armour +10 Die.at -40.00 life ---------- misc Equi/ret +0.12 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +3% blight Melee Ret 4 physical ----- def ----- Fatigue -5% Resists +3% darkness Mind.save +3 (+2 eff.) HP.reg +2.00 Stun/Frz- +20% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego++] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +7 (+3 eff.) Max.HP +30.00 HP.reg +2.00 Blind- +12% ---------- misc Infravis +3 Sight +2 See.Invis +6 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +1 Mag +4 Cun +4 Con dps ---------- S.pwr/crit +2 Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +1.00 ---------- misc Stam/turn +0.40 Mana/turn +0.20 Max.mana +24.00 Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% blight +11% nature +10% mind Acc +6 (+2 eff.) ----- def ----- Resists +25% nature +10% mind Teleport- +10% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
![]() 3.0 T3 mace 1H weapon [Rare] Master Power 28.0 - 39.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +6 Cun dps ---------- Crit.mult +10.00% Mind.pwr +15 (+8 eff.) Res.pen +8% physical Acc +14 (+5 eff.) Apr +8 ----- def ----- Resists +9% blight +3% cold Die.at -80.00 life Knockbk- +20% Blunt and deadly. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +20 (+6 eff.) Dmg.mod +30% darkness Phasing +21% ----- def ----- Defense +14 (+7 eff.) Resists +15% darkness Shield.pwr +5% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Melee Ret 4 mind ----- def ----- Resists +4% physical +6% fire +6% mind +6% cold Die.at -40.00 life ---------- misc Infravis +2 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Str +3 Cun +1 Con dps ---------- Acc +16 (+6 eff.) Melee Ret 6 darkness ----- def ----- Defense +1 (+0 eff.) Fatigue -5% Resists +3% lightning Crit.chn- 15.00% Max.HP +43.00 ---------- misc Max.stam +12.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloth armor [Ego++] Arcane/Nature While equipped: Stats +5 Con dps ---------- Spell.pwr +16 (+5 eff.) Dmg.mod +13% nature +9% all ----- def ----- Resists +13% all Poison- +37% Disease- +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Dex dps ---------- Dmg.mod +9% light ----- def ----- Armour +5 Defense +8 (+4 eff.) Resists +3% blight +9% lightning HP.reg +2.00 Stun/Frz- +20% A pair of boots made of leather. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+4 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 25.0 - 35.0 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 87% On Hit: 20% Poisonous Bite 3 On Hit: 10% Quick as Thought 3 On Hit: 5% Implode 1 Mindhook: Level 4.0 Pwr.cost 16 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
![]() 1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +7 Str +3 Wil +3 Con dps ---------- Phys.pwr +11 (+2 eff.) Melee+ 7 physical Dmg.mod +9% blight +4% physical Res.pen +5% arcane ----- def ----- Armour +9 Resists +6% nature Disarm- +23% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 24.0 - 26.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +8 physical On Crit.r2 +5 physical On Hit: 10% Disarm 3 On Hit: 10% Sand Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +3 Dex +3 Mag +4 Wil dps ---------- Melee+ 6 acid 3 fire 6 cold 6 lightning Acc +21 (+7 eff.) ----- def ----- Armour +3 Fatigue +5% Unarmed combat: Power 29.5 - 41.3 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +8 Apr +15 Crit +14.0% Atk.spd 83% Melee+ +6 ice +5 fire +13 acid +13 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Ego] Disrupt/Psionic While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +6% nature +6% blight ---------- misc Equi/ret +0.80 Psi/ret +1.00 Hate/ret +0.90 A pointy cloth hat, very wizardly... |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Wil dps ---------- Dmg.mod +15% lightning +6% arcane +15% acid Res.pen +20% lightning +10% arcane On Hit (Melee): * 20% chance to reduce armor by 36% ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +13% blight +13% darkness ---------- misc Light +2 A suit of armour made of mail. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+4 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+3 eff.) Fatigue +7% Resists +35% nature Crit.chn- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
![]() 0.0 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. |
![]() 3.0 T3 digger tool [Random Unique] Master While equipped: Stats +2 Str dps ---------- Crit.mult +14.00% Phys.pwr +7 (+1 eff.) Apr +6 ----- def ----- Armour +3 Defense +6 (+3 eff.) Resists +7% physical +3% light +12% cold Max.HP +20.00 Blind- +20% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Resists +3% acid +3% fire +9% cold Die.at -20.00 life Max.HP +46.00 Disarm- +20% ---------- 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 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. |
![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +3% physical +9% fire Apr +2 ---------- misc Stam/turn +2.00 Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 cooldown 100% to reduce fatigue by 20% for 2 turns. 100% to increase all damage penetration by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Ixiniel the Ogre Writhing One level 27
70th Haze 122nd year of Ascendancy at 08:55 see stats
By Ixiniel the Ogre Writhing One level 20
58th Dusk 122nd year of Ascendancy at 23:57 see stats
By Ixiniel the Ogre Writhing One level 23
41st Haze 122nd year of Ascendancy at 06:40 see stats
By Ixiniel the Ogre Writhing One level 28
74th Haze 122nd year of Ascendancy at 09:53 see stats
By Ixiniel the Ogre Writhing One level 27
67th Haze 122nd year of Ascendancy at 09:17 see stats
By Ixiniel the Ogre Writhing One level 10
3rd Mirth 122nd year of Ascendancy at 21:52 see stats
By Ixiniel the Ogre Writhing One level 20
34th Dusk 122nd year of Ascendancy at 00:43 see stats
By Ixiniel the Ogre Writhing One level 20
36th Dusk 122nd year of Ascendancy at 11:08 see stats
By Ixiniel the Ogre Writhing One level 26
66th Haze 122nd year of Ascendancy at 14:49 see stats
By Ixiniel the Ogre Writhing One level 13
9th Flare 122nd year of Ascendancy at 02:48 see stats
By Ixiniel the Ogre Writhing One level 7
76th Pyre 122nd year of Ascendancy at 16:10 see stats
By Ixiniel the Ogre Writhing One level 10
8th Mirth 122nd year of Ascendancy at 03:35 see stats
By Ixiniel the Ogre Writhing One level 24
65th Haze 122nd year of Ascendancy at 22:50 see stats
By Ixiniel the Ogre Writhing One level 28
70th Haze 122nd year of Ascendancy at 21:48 see stats
By Ixiniel the Ogre Writhing One level 15
10th Flare 122nd year of Ascendancy at 20:57 see stats
Log
Ixiniel hits Zubybreta the snow giant thunderer for 256 darkness, 17 light, 154 physical, 10 nature, 17 light (455 total damage).
Melee retaliation hits Ixiniel for 8 cold, 6 cold (14 total damage).
Zubybreta the snow giant thunderer slows down.
Zubybreta the snow giant thunderer misses Ixiniel.
Worm that walks (servant of Ixiniel) uses Blindside.
Zubybreta the snow giant thunderer is afflicted by a weakness disease!
Zubybreta the snow giant thunderer loses sight!
Worm that walks (servant of Ixiniel) casts Epidemic.
Zubybreta the snow giant thunderer is afflicted by an epidemic!
You collect a new ingredient: snow giant kidney (1).
Worm that walks (servant of Ixiniel) receives 2 healing from Ruin.
Worm that walks (servant of Ixiniel) hits Zubybreta the snow giant thunderer for 22 physical, 7 blight, 2 physical, 10 blight, 19 blight, 9 blight, 2 physical (70 total damage).
Melee retaliation hits Worm that walks (servant of Ixiniel) for 7 cold, 7 cold, 7 cold, 7 cold (29 total damage).
Worm that walks (servant of Ixiniel) killed Zubybreta the snow giant thunderer!
Ixiniel picks up (v.): Arcwitch (2 def, 4 armour).
You pickup 0.90 gold pieces.
Ixiniel picks up (v.): cleansing linen wizard hat of balance (1 def, 0 armour).
Ixiniel deactivates Elemental Harmony.
Ixiniel activates Elemental Harmony.
Ixiniel deactivates Chant of Fortress.
Ixiniel activates Chant of Fortress.
Ixiniel deactivates Chaos Orbs.
Ixiniel activates Chaos Orbs.
Character control switched to worm that walks (servant of Ixiniel).
Character control switched to Ixiniel.