











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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 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 | Cornac |
| Class | Writhing One |
| Level / Exp | 22 / 97% |
| Size | medium |
| Lifes / Deaths | Killed by Xaniyama the forest wight at level 17 on the 1st Time of Equilibrium 122nd year of Ascendancy at 19:51 0 / 6Killed by Mayuyawyn the carrion worm mass at level 17 on the 9th Haze 122nd year of Ascendancy at 15:46 Killed by Silymira the awoken tentacle tree at level 20 on the 68th Haze 122nd year of Ascendancy at 11:23 Killed by Zubassra the golem at level 21 on the 6th Allure 123rd year of Ascendancy at 17:56 Killed by Grand Corruptor at level 22 on the 14th Regrowth 123rd year of Ascendancy at 18:16 Killed by Celia at level 22 on the 19th Regrowth 123rd year of Ascendancy at 00:44 |
Primary Stats
| Strength | 37 (base 28) |
| Dexterity | 22 (base 20) |
| Constitution | 21 (base 15) |
| Magic | 76 (base 48) |
| Willpower | 26 (base 17) |
| Cunning | 13 (base 10) |
Resources
| Life | -120/486 |
| Insanity | 40/100 |
| Equilibrium | 20 |
| Healing Factor | 1.094804467222 |
| Regeneration | 0.27370111680552 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 19.433042497527 |
| See Invisible | 19.433042497527 |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 50 |
| Crit Chance | 12% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +4% |
| Blight | +7% |
| Arcane | +3% |
| Physical | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 29.413408721348 (65.897138898113%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 18 |
| Physical Save | 34 |
| Spell Save | 39 |
| Mental Save | 29 |
Defense: Resistances
| Nature | + 3%( 70%) |
| Acid | + 26%( 70%) |
| Cold | + 15%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 19% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 13% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 301 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 22% for 4 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: 14 Travel Speed: 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 Magic stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Demented / Slow death | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Disfigured face | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 3/5 |
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 injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the worried loremaster from death by snow giant boulder thrower. Escort: worried loremaster (level 2 of Daikara) | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * 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 AlchemistsYou have aided Marus of Elvala in creating an elixir of the savior. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed bloated horror heart. * You've found the needed wretchling eyeball. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
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 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 |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Jetsweep the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun +1 Con dps ---------- Melee Ret 6 darkness 6 light On Hit (Melee): * 10% chance to slow global speed by 42% ----- def ----- Armour +3 Fatigue +2% Resists +3% nature Phys.save +12 (+6 eff.) Mind.save +10 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 110.71 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 110.71 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | 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. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 70.60 You won the Ring of Blood trial, and this is your reward. |
| On fingers | wizard's steel ring0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Rings make your fingers look great! |
| Around waist | hardened leather belt 'Falovor'1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Wil +2 Mag dps ---------- Crit.mult +15.00% Dmg.mod +3% blight ----- def ----- Defense +8 (+4 eff.) Stealth +8 Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
| In main hand | Crooked Club (25-35 power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
| On hands | iron gauntlets of magic (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | impenetrable dwarven-steel mail armour of acid resistance (3 def, 13 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +13 Defense +3 (+1 eff.) Fatigue +12% Resists +17% acid A suit of armour made of mail. |
| Cloak | Chillbore the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Crit.mult +15.00% On Hit (Melee): * 10% chance to reduce armor by 35% ----- def ----- Defense +2 (+1 eff.) Resists +9% acid +15% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | mindweaver's steel amulet of strength (+4)0.1 T2 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Str +2 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +5 (+2 eff.) Confus- +13% Amulets make your neck look great! |
Inventory
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
starlit copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag ----- def ----- Resists +10% light +11% darkness Blind- +20% Amulets make your neck look great! |
mule's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -4% Mind.save +7 (+3 eff.) Confus- +21% ---------- misc Max.enc +20 Rings make your fingers look great! |
flaming steel battleaxe of massacre (31-47 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane/Master Power 31.5 - 47.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +9 fire Massive two-handed battleaxes. |
Lisyralrawen the steel dagger (24-31 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 24.0 - 31.2 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +6 fire While equipped: dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +2 Sharp, short and deadly. |
warbringer's steel dagger of daylight (12-15 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Arcane/Master Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +9 light Against +7% Undead While equipped: Stats +2 Con dps ---------- Phys.pwr +8 (+3 eff.) Res.pen +8% physical ----- def ----- Disarm- +17% Sharp, short and deadly. |
dwarven-steel greatsword of phasing (39-63 power, 19 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 39.5 - 63.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +19 Crit +3.5% Atk.spd 100% Phasing +19% Massive two-handed swords. |
dwarven-steel greatsword of phasing (39-63 power, 19 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 39.5 - 63.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +19 Crit +3.5% Atk.spd 100% Phasing +14% Massive two-handed swords. |
Aeruwyn the Blazecrack4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Random Unique] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +8 lightning On Crit.r2 +20 lightning On Hit: 10% Arcane Vortex 3 While equipped: Stats +5 Str +5 Mag dps ---------- Phys.crit +12.0% Phys.pwr +15 (+5 eff.) Spell.pwr +15 (+5 eff.) Dmg.mod +12% arcane Acc +9 (+3 eff.) Longbows are used to shoot arrows at your foes. |
arcing dwarven-steel longsword of massacre (32-44 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane/Master Power 32.0 - 44.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 89 damage Sharp, long, and deadly. |
resonating vined mindstar of clarity (4-4 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +4% mind Res.pen +3% mind ----- def ----- Resists +3% mind Dmg.Resnn +9% Mind.save +4 (+2 eff.) ---------- misc Psi/ret +0.90 Max.psi +17.00 Talents +1 Attune Mindstar 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. |
lifebinding yew vilestaff of wizardry (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego++] Arcane/Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Mag +1 Wil +5 Con dps ---------- Spell.crit +3% Spell.pwr +20 (+7 eff.) Dmg.mod +20% fire ----- def ----- HP.reg +1.20 Heal.mod +12% ---------- misc Max.mana +49.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel steamgun of piercing4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +6% all Acc +6 (+2 eff.) Apr +8 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty dwarven-steel steamgun of life draining4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +8 draining blight Uses 2.0 Steam While equipped: Stats +1 Str dps ---------- Phys.pwr +10 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steady iron steamgun of life draining4.0 T1 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Ranged+ +6 draining blight Uses 2.0 Steam While equipped: dps ---------- Phys.crit +2.0% Acc +5 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
balanced steel waraxe of vileness (15-21 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 26 While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +25% One-handed war axes. |
Salabeth the Cleansespawner1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% blight Res.pen +5% blight Melee Ret 4 acid On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 26 ----- def ----- Resists +9% nature HP.reg +0.60 Heal.mod +11% A belt that goes around your waist. |
insulating rough leather belt of life1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +5% fire +5% cold HP.reg +0.70 Heal.mod +10% A belt that goes around your waist. |
rough leather belt 'Chamigohell'1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Mag dps ---------- Phys.pwr +3 (+1 eff.) Res.pen +5% blight ----- def ----- Resists +6% lightning +3% temporal Spell.save +6 (+2 eff.) Max.HP +60.00 ---------- misc Size +1 A belt that goes around your waist. |
cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +15% darkness +18% temporal Def/telep +12 Res/telep +11% Dur/telep +10% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+5 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
cashmere robe of protection (3 def, 2 armour)2.0 T3 cloth armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Resists +11% all Phys.save +20 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's pair of dwarven-steel boots of tirelessness (0 def, 5 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +3% ---------- misc Stam/turn +0.50 Max.stam +12.00 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets of magic (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Beloriatira the hardened leather cap (20 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: ----- def ----- Armour +3 Defense +20 (+10 eff.) Fatigue +3% Resists +19% lightning +8% temporal +6% blight +6% acid Spell.save +12 (+4 eff.) Die.at -20.00 life A cap made of leather. |
mindwoven cashmere wizard hat of balance (2 def, 0 armour)2.0 T3 head armor [Ego] Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +3 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) ---------- misc Psi/turn +0.14 Equi/ret +1.30 Psi/ret +1.40 Hate/ret +1.30 A pointy cloth hat, very wizardly... |
Xaniyana (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Dex +2 Con dps ---------- Phys.pwr +15 (+5 eff.) Res.pen +25% acid Acc +10 (+3 eff.) ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +18% cold A suit of armour made of mail. |
radiant dwarven-steel mail armour of cold resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +3 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +13% blight +17% cold +17% darkness ---------- misc Light +1 A suit of armour made of mail. |
radiant stralite mail armour of fire resistance (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Nature/Master While equipped: Stats +4 Wil ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +20% blight +23% fire +15% darkness ---------- misc Light +2 A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% HP.reg +4.10 ---------- misc Stam/turn +1.00 A suit of armour made of mail. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 65.49 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
radiant hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: Stats +1 Wil ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +13% blight +15% darkness ---------- misc Light +1 A suit of armour made of leather. |
Daimegar (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Res.pen +15% arcane ----- def ----- Armour +16 Fatigue +22% Resists +25% cold +7% arcane +7% mind Crit.chn- 5.00% Spell.save +13 (+4 eff.) Mind.save +18 (+9 eff.) HP.reg +2.00 Teleport- +20% A suit of armour made of metal plates. |
exposing dwarven-steel shield of the stars (0 def, 6 armour, 78 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Cun +4 Mag dps ---------- Dmg.mod +10% light +12% darkness On Hit (Melee): * 7% chance to reduce all saves and defense by 17 On Melee Ret: * 14% chance to reduce all saves and defense by 17 ----- def ----- Armour +6 Fatigue +8% Resists +10% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
8 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. |
7 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. |
11 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 (+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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
elemental pouch of dwarven-steel shots of crippling (16/16, 30-36 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego++] Arcane/Master Power 30.0 - 36.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +10.0% Capacity 16 On Hit: * Create an explosion dealing 97 fire damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
elemental pouch of dwarven-steel shots of crippling (10/20, 35-42 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego++] Arcane/Master Power 35.0 - 42.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +13.0% Capacity 20 On Hit: * Create an explosion dealing 96 lightning damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
5 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. |
Bregylathanarichak the Flareorder [power 122] (20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +12% mind +9% fire ---------- misc Max.hate +6.00 Max.psi +30.00 Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
9 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. |
3 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. |
5 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
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By lilith the Cornac Writhing One level 22
14th Regrowth 123rd year of Ascendancy at 20:00 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By lilith the Cornac Writhing One level 15
31st Dusk 122nd year of Ascendancy at 06:50 see stats
Earth Master
Killed Harkor'Zun.By lilith the Cornac Writhing One level 21
4th Regrowth 123rd year of Ascendancy at 04:42 see stats
Exterminator
Killed 1000 creatures.By lilith the Cornac Writhing One level 20
1st Wintertide 123rd year of Ascendancy at 03:27 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By lilith the Cornac Writhing One level 22
5th Regrowth 123rd year of Ascendancy at 23:34 see stats
Level 10
Got a character to level 10.By lilith the Cornac Writhing One level 10
3rd Mirth 122nd year of Ascendancy at 11:02 see stats
Level 20
Got a character to level 20.By lilith the Cornac Writhing One level 20
67th Haze 122nd year of Ascendancy at 02:48 see stats
Poisonous
Sided with the assassin lord.By lilith the Cornac Writhing One level 18
36th Haze 122nd year of Ascendancy at 10:48 see stats
Size matters
Did over 600 damage in one attack.By lilith the Cornac Writhing One level 16
78th Dusk 122nd year of Ascendancy at 17:02 see stats
That was close
Killed your target while having only 1 life left.By lilith the Cornac Writhing One level 17
79th Dusk 122nd year of Ascendancy at 17:46 see stats
The secret city
Discovered the truth about mages.By lilith the Cornac Writhing One level 21
3rd Regrowth 123rd year of Ascendancy at 13:04 see stats
Treasure Hunter
Amassed 1000 gold pieces.By lilith the Cornac Writhing One level 20
4th Allure 123rd year of Ascendancy at 01:28 see stats
Log
Rotting Disease from Lilith hits Armoured skeleton warrior for 15 blight damage.
Lilith casts Carrion Feet.
Lilith casts Pustulent Fulmination.
lilith receives 2 healing from Bloodcaller.
lilith receives 102 healing.
lilith hits Armoured skeleton warrior for 91 darkness damage.
Lilith uses Infusion: Wild.
Lilith lessens the pain.
Armoured skeleton warrior slows down.
Bloodcaller hits lilith for 1 healing, 2 healing (0 total damage) [4 healing].
lilith hits Armoured skeleton warrior for 42 physical, 23 physical, 96 darkness (163 total damage).
Armoured skeleton warrior is covered in black blood!
Lilith's defiled blood area effect hits Armoured skeleton warrior for 9 darkness damage.
lilith receives 6 healing from Carrion worm mass's wormblight area effect.
Carrion worm mass's wormblight area effect hits Celia for 13 blight damage.
Carrion worm mass's wormblight area effect hits Armoured skeleton warrior for 16 blight damage.
Carrion worm mass's wormblight area effect hits Armoured skeleton warrior for 13 blight damage.
Lilith shrinks back.
Rotting Disease from Lilith hits Celia for 15 blight damage.
Decrepitude Disease from Worm that walks (servant of lilith) hits Celia for 6 blight damage.
Spikes of Decrepitude hits lilith for 33 cold, 33 cold (67 total damage).
Rotting Disease from Lilith hits Armoured skeleton warrior for 16 blight damage.
Bloodcaller hits lilith for 1 healing, 2 healing (0 total damage) [3 healing].
lilith hits Armoured skeleton warrior for 39 physical, 21 physical, 83 darkness (144 total damage).
Celia casts Invoke Darkness.
Lilith's defiled blood area effect hits Armoured skeleton warrior for 8 darkness damage.
Celia hits lilith for 380 cold damage.
lilith the level 22 cornac writhing one was frozen and shattered into a million little shards to death by Celia on level 2 of Last Hope Graveyard.







































































































