










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Normal Adventure |
| Sex | Female |
| Race | Higher |
| Class | Berserker |
| Level / Exp | 18 / 60% |
| Size | medium |
| Lifes / Deaths | Killed by multi-hued crystal at level 10 on the 9th Mirth 122nd year of Ascendancy at 13:32 0 / 6Killed by Andtar the Thalore's mucus ooze at level 15 on the 1st Haze 122nd year of Ascendancy at 05:49 Killed by flame turret at level 15 on the 1st Haze 122nd year of Ascendancy at 07:26 Killed by armoured skeleton warrior at level 17 on the 61st Haze 122nd year of Ascendancy at 06:06 Killed by Tarron the human at level 18 on the 5th Allure 123rd year of Ascendancy at 16:15 Killed by Enica at level 18 on the 3rd Regrowth 123rd year of Ascendancy at 00:55 |
Primary Stats
| Strength | 57 (base 46) |
| Dexterity | 12 (base 11) |
| Constitution | 40 (base 36) |
| Magic | 11 (base 10) |
| Willpower | 12 (base 10) |
| Cunning | 16 (base 10) |
Resources
| Life | -89/601 |
| Stamina | 156/156 |
| Healing Factor | 1.4522297605397 |
| Regeneration | 16.186774320806 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 15 |
| Lite | 7 |
| Infravision | 10 |
| See Stealth | 42.989687335918 |
| See Invisible | 38.989687335918 |
Offense: Mainhand
| Damage | 80 |
| Accuracy | 25 |
| Crit Chance | 15% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5.5 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 14 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +14% |
| Light | +10% |
| All | 0% |
Offense: Damage Penetration
| Physical | +15% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 48.723073231957 (96.438666929426%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 17 |
| Physical Save | 35 |
| Spell Save | 22 |
| Mental Save | 21 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Physical | + 8%( 70%) |
| Cold | + 9%( 70%) |
| All | + 3%( 70%) |
| Light | + 32%( 70%) |
| Temporal | + 15%( 70%) |
| Mind | + 20%( 70%) |
| Fire | + 22%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Disarm Resistance | 56% |
| Bleed Resistance | 40% |
| Blind Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse 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 direct a cone of chilling stormwind doing 185.40 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by Enica. Escort: lost defiler (level 3 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by forest troll. Escort: lost sun paladin (level 2 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Possessed. | 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. * 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. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed black mamba head. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | Beatar the pair of iron boots (0 def, 4 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Res.pen +15% physical Apr +3 ----- def ----- Armour +4 Fatigue +2% Resists +2% physical ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(54 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Vorera (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% mind On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Resists +3% physical +9% fire +6% mind +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 55.27 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
| On fingers | copper ring 'Greenbreak'0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Str +1 Wil dps ---------- Dmg.mod +11% mind Res.pen +10% nature ----- def ----- Resists +11% mind +3% nature Crit.chn- 5.00% ---------- misc Light +1 See.Invis +6 Rings make your fingers look great! |
| On fingers | warrior's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 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 | balanced dwarven-steel greatmaul of paradox (41-62 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Arcane/Master Power 41.5 - 62.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +14 temporal While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +12% temporal Disarm- +28% Massive two-handed mauls. |
| On hands | scouring dwarven-steel gauntlets of the juggernaut (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: Stats +2 Con dps ---------- On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Phys.save +13 (+6 eff.) Spell.save +16 (+8 eff.) Mind.save +3 (+1 eff.) Disarm- +28% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 5.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 35% and provides a 20% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | searing iron plate armour of command (6 def, 10 armour)17.0 T1 massive armor Reqs Massive armour training [Ego++] Arcane/Psionic While equipped: Stats +1 Cun dps ---------- Melee+ 8 acid 10 fire Melee Ret 8 acid 8 fire ----- def ----- Armour +10 Defense +6 (+3 eff.) Fatigue +22% Resists +10% acid +10% fire Mind.save +10 (+5 eff.) A suit of armour made of metal plates. |
| Cloak | enveloping linen cloak of Iron Throne (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +7 (+3 eff.) Phys.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | restful steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Fatigue -5% HP.reg +2.00 Heal.mod +13% Cut- +40% Heal: Puts all charms on 35 cooldown Level 3.0 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 148 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
wild infusion (res 16%; magical; dur 4; cd 13)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 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 magical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
warrior's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Max.HP +28.00 Disarm- +24% Pinning- +24% Knockbk- +25% Rings make your fingers look great! |
magelord's yew magestaff of wizardry (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego++] Arcane 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 +1 Mag +2 Wil dps ---------- Phys.crit +7.0% Spell.crit +3% Spell.pwr +20 (+7 eff.) Melee+ 22 arcane Dmg.mod +20% arcane ---------- misc Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
stormbringer's steel greatmaul of projection (25-38 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego++] Nature/Psionic Power 25.5 - 38.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit.r2 +10 lightning +9 cold On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Mov.spd +27% Res.pen +13% lightning +14% cold Massive two-handed mauls. |
steel greatsword of massacre (31-50 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 31.5 - 50.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
steel longsword (17-23 power, 3 apr)3.0 T2 longsword 1H weapon [Normal] Power 17.0 - 23.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
elemental steel mace of projection (14-20 power, 3 apr)3.0 T2 mace 1H weapon [Ego++] Arcane/Psionic Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 acid damage (1/turn) * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +6% acid Res.pen +7% acid Blunt and deadly. |
Gorepanic the dwarven-steel waraxe (22-30 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Disrupt Power 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Against +11% Unnatural On Crit.r2 +16 nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% acid +18% nature +3% mind One-handed war axes. |
arcing steel dagger (13-16 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Power 13.0 - 16.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, short and deadly. |
ash longbow4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Longbows are used to shoot arrows at your foes. |
cured leather sling4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Slings are used to hurl stones or metal shots at your foes. |
cleansing cured leather armour of acid resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +12% blight +11% nature +15% acid A suit of armour made of leather. |
prismatic hardened leather armour of lightning resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +15% lightning +12% light +11% darkness A suit of armour made of leather. |
Hellssting1.0 T1 belt armor [Rare] Disrupt While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 9 * 20% chance to slow global speed by 34% * 20 arcane resource burn ----- def ----- Resists +6% acid +6% darkness +6% blight +3% fire +3% nature A belt that goes around your waist. |
Lightnail the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun dps ---------- Res.pen +5% light ----- def ----- Armour +4 Fatigue -3% Resists +3% nature Phys.save +7 (+4 eff.) ---------- misc Max.enc +22 Light +3 Infravis +3 See.Invis +9 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron helm 'Leledur' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mind.pwr +20 (+13 eff.) Dmg.mod +3% mind Res.pen +15% temporal Melee Ret 2 mind ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +7% temporal ---------- misc Max.hate +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 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. |
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 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
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. |
4 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. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
51 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. |
scorching brass lantern of health2.0 T1 lite [Ego] Arcane/Nature While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +6% fire Max.HP +42.00 ---------- 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. |
Frigidravager1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire Res.pen +20% fire Melee Ret 10 cold ----- def ----- Resists +3% light ---------- misc Light +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
Getaruirab the iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% arcane +6% blight Res.pen +5% blight +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 9 ----- def ----- Resists +6% blight ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
quick steel torque of gale force [power 135] (11 cooldown)2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 135 physical damage Puts all charms on 11 cooldown Torques are made by powerful psionics to store psionic powers. |
focusing ash totem of healing [power 170] (15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Enica the Higher Berserker level 17
56th Haze 122nd year of Ascendancy at 05:20 see stats
Exterminator
Killed 1000 creatures.By Enica the Higher Berserker level 17
78th Haze 122nd year of Ascendancy at 18:14 see stats
Level 10
Got a character to level 10.By Enica the Higher Berserker level 10
9th Mirth 122nd year of Ascendancy at 07:06 see stats
The Arena
Unlocked Arena mode.By Enica the Higher Berserker level 12
5th Flare 122nd year of Ascendancy at 14:12 see stats
The secret city
Discovered the truth about mages.By Enica the Higher Berserker level 9
4th Mirth 122nd year of Ascendancy at 16:55 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Enica the Higher Berserker level 15
8th Dusk 122nd year of Ascendancy at 16:44 see stats
Log
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Enica slows down.
White jelly's Slime Spit hits Enica for 91 nature damage.
Enica has finished recovering.
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Unstable sand tunnel hits Enica for 274 physical damage.
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Unstable sand tunnel hits Enica for 156 physical damage.
Enica starts suffocating to death!
Enica is suffocating.
Enica speeds up.
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Unstable sand tunnel hits Enica for 37 physical damage.
Enica the level 18 higher berserker suffocated to death on level 1 of Sandworm lair.






















































































