















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
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! 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 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Yeek |
| Class | Summoner |
| Level / Exp | 26 / 28% |
| Size | small |
| Lifes / Deaths | Killed by The Shade at level 12 on the 5th Dusk 122nd year of Ascendancy at 17:32 0 / 7Killed by cold drake at level 21 on the 45th Haze 122nd year of Ascendancy at 00:17 Killed by Elyba the slaver at level 22 on the 63rd Haze 122nd year of Ascendancy at 04:53 Killed by armoured skeleton warrior at level 22 on the 63rd Haze 122nd year of Ascendancy at 05:56 Killed by Adomira the lich at level 23 on the 8th Decay 122nd year of Ascendancy at 18:44 Killed by elven blood mage at level 25 on the 37th Regrowth 123rd year of Ascendancy at 23:10 Killed by Isegana the elven warrior at level 26 on the 38th Regrowth 123rd year of Ascendancy at 18:50 |
| Antimagic | Follower |
Primary Stats
| Strength | 15 (base 13) |
| Dexterity | 22 (base 19) |
| Constitution | 11 (base 14) |
| Magic | 10 (base 10) |
| Willpower | 61.999999999999 (base 46) |
| Cunning | 76 (base 42) |
Resources
| Life | -140/347 |
| Equilibrium | 124 |
| Healing Factor | 1.0097162075846 |
| Regeneration | 0.25242905189615 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +107.19994720145% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 6 |
| See Stealth | 52.701278341865 |
| See Invisible | 52.701278341865 |
Offense: Mainhand
| Damage | 44 |
| Accuracy | 40 |
| Crit Chance | 25% |
| APR | 31 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 44 |
| Accuracy | 40 |
| Crit Chance | 25% |
| APR | 31 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +13% |
| Cold | +32% |
| Lightning | +17% |
| Physical | +7% |
| Mind | +3% |
| Nature | +12% |
Offense: Damage Penetration
| Mind | +10% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 6 (44.574340358689%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 0 |
| Physical Save | 10 |
| Spell Save | 40 |
| Mental Save | 43 |
Defense: Resistances
| Lightning | + 40%( 70%) |
| Light | + 6%( 70%) |
| Blight | + 5%( 70%) |
| Nature | + 9%( 70%) |
| Cold | + 30%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 74% |
| Confusion Resistance | 69% |
| Instadeath Resistance | 100% |
| Stun Resistance | 19% |
| Poison Resistance | 50% |
| Silence Resistance | 34% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 367 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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 620% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Summoning (advanced) | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Harmony | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
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. | 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 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 spell save by +12. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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. You have been shown a secret entrance to his stronghold. * 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 avoidance. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed warg claw. * You've found the needed red crystal shard. 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 bear paw. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed ice wyrm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed skeleton mage skull. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Xanema the Darksweeper2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +5% darkness Melee Ret 4 darkness ----- def ----- Resists +6% light ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 13 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 46.75 to 140.26 lightning damage (93.51 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | scouring hardened leather gloves of butchering (0 def, 2 armour)1.0 T2 hands armor [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +6 (+3 eff.) Acc +4 (+2 eff.) Apr +7 On Melee Ret: * 17 arcane resource burn ----- def ----- Armour +2 Resists +5% blight Spell.save +19 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | ash totem of summon tentacle [power 155] (22 cooldown)2.0 T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 364 Base Damage: 159 Armor: 10 All Resist: 8 Puts all charms on 22 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 43 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 155% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around neck | grounding steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +15% lightning Stun/Frz- +20% Amulets make your neck look great! |
| In main hand | thorny mindstar of gales (10-11 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 10.0 - 11.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +7% lightning +7% cold +7% physical ----- def ----- Defense +11 (+4 eff.) Pinning- +24% ---------- misc 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. |
| Around waist | noble's rough leather belt of burglary1.0 T1 belt armor [Ego++] Master While equipped: Stats +3 Dex +4 Wil +8 Cun +6 Lck dps ---------- Against +17% Summoned ----- def ----- D.Red.from +15% Summoned Stealth +6 ---------- misc T.Disarm +6 Infravis +4 A belt that goes around your waist. |
| In off hand | creative thorny mindstar of resolve (10-11 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 10.0 - 11.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun +2 Wil dps ---------- Mind.crit +3% Crit.mult +17.00% Mind.pwr +6 (+2 eff.) ----- def ----- Spell.save +4 (+1 eff.) ---------- misc 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. |
| Cloak | Earodurelen the Poxknight (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- Dmg.mod +12% nature +3% darkness +3% mind Res.pen +10% mind On Hit (Melee): * 20% chance to slow global speed by 57% * 10% chance to reduce damage dealt by 24% ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+6 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 22 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 62.96 to 188.89 lightning damage (125.92 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
heroism infusion of the sneak (die at -562; dur 7; cd 28)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd 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 -562 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 1124 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
warrior's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str ----- def ----- Armour +6 Blind- +20% ---------- misc Infravis +4 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
Serpent's Glare (7-7 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 138.66 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
creative vined mindstar of balance (4-4 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 4.0 - 4.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +9.00% Mind.pwr +4 (+1 eff.) ----- def ----- Phys.save +3 (+3 eff.) Spell.save +3 (+1 eff.) Mind.save +2 (+1 eff.) ---------- misc Equi/ret +0.60 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. |
honing thorny mindstar of clarity (8-8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Cun +1 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +2% physical Res.pen +5% physical ----- def ----- Resists +4% physical Mind.save +4 (+2 eff.) ---------- misc Max.psi +12.00 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. |
Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+3 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 51.57 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (103). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
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. |
Turygohell1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Mag +2 Wil +1 Con ----- def ----- Mind.save +9 (+3 eff.) Max.HP +31.00 ---------- misc See.Invis +9 A belt that goes around your waist. |
rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+2 eff.) ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Glorildatha (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex dps ---------- Dmg.mod +3% mind On Hit (Melee): * 20% chance to reduce armor by 10% ----- def ----- Defense +1 (+1 eff.) Resists +3% acid +3% temporal +9% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Scaldvein the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% arcane +15% fire Res.pen +10% temporal ----- def ----- Defense +1 (+1 eff.) Resists +11% blight +21% fire +11% nature HP.reg +2.00 Heal.mod +11% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of battle (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -2% Max.HP +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's woollen robe of nature (+10%) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Dmg.mod +14% nature ----- def ----- Resists +21% nature +12% mind +10% darkness +9% all Phys.save +11 (+10 eff.) Spell.save +12 (+4 eff.) Mind.save +22 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's pair of dwarven-steel boots of speed (0 def, 7 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +7 Fatigue +3% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Phys.save +7 (+7 eff.) ---------- misc Max.enc +22 A pair of boots made of leather. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+5 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor Reqs Str 16 [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
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 (+2 eff.) Fatigue +7% Resists +12% blight +11% nature +15% acid A suit of armour made of leather. |
dwarven-steel plate armour of cold resistance (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +15% cold A suit of armour made of metal plates. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 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. |
5 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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+4 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. |
iron pickaxe 'Galenaught' (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% lightning +21% arcane ----- def ----- Armour +3 Defense +5 (+2 eff.) Resists +3% lightning +6% physical +12% temporal While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 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. |
Yaromnir the Gorehunt2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature +6% mind Melee Ret 2 cold ----- def ----- Resists +3% mind Max.HP +45.00 ---------- 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. |
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. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Emaba [power 255] (13 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +25% acid ----- def ----- Defense +10 (+4 eff.) Resists +3% acid +1% physical +15% cold Knockbk- +20% Blast the opponent's mind dealing 262 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
ash totem of healing [power 176] (13 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
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. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 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. |
11 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
Antimagic!
Completed antimagic training in the Ziguranth camp.By Otiia the Yeek Summoner level 23
5th Decay 122nd year of Ascendancy at 11:15 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Otiia the Yeek Summoner level 15
45th Dusk 122nd year of Ascendancy at 01:22 see stats
Earth Master
Killed Harkor'Zun.By Otiia the Yeek Summoner level 21
44th Haze 122nd year of Ascendancy at 06:14 see stats
Exterminator
Killed 1000 creatures.By Otiia the Yeek Summoner level 19
27th Haze 122nd year of Ascendancy at 06:19 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Otiia the Yeek Summoner level 24
15th Regrowth 123rd year of Ascendancy at 11:56 see stats
Fear me not!
Survived the Fearscape!By Otiia the Yeek Summoner level 22
62nd Haze 122nd year of Ascendancy at 13:16 see stats
Level 10
Got a character to level 10.By Otiia the Yeek Summoner level 10
1st Dusk 122nd year of Ascendancy at 11:34 see stats
Level 20
Got a character to level 20.By Otiia the Yeek Summoner level 20
27th Haze 122nd year of Ascendancy at 11:06 see stats
Poisonous
Sided with the assassin lord.By Otiia the Yeek Summoner level 23
6th Regrowth 123rd year of Ascendancy at 16:23 see stats
The Arena
Unlocked Arena mode.By Otiia the Yeek Summoner level 11
2nd Dusk 122nd year of Ascendancy at 17:41 see stats
The secret city
Discovered the truth about mages.By Otiia the Yeek Summoner level 8
6th Flare 122nd year of Ascendancy at 07:26 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Otiia the Yeek Summoner level 22
63rd Haze 122nd year of Ascendancy at 03:29 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Otiia the Yeek Summoner level 21
44th Haze 122nd year of Ascendancy at 07:44 see stats
Log
Melee retaliation hits Isegana the elven warrior for 1 darkness, 0 arcane (2 total damage).
Talent Hydra is ready to use.
Minotaur uses Sunder Arms.
Isegana the elven warrior's fighting ability is impaired!
Minotaur hits Isegana the elven warrior for 85 physical, 6 temporal (92 total damage).
Bleeding from Isegana the elven warrior hits Otiia for 14 physical damage.
Otiia summons a War Hound!
Isegana the elven warrior becomes more vulnerable to physical.
Turtle misses Isegana the elven warrior.
Ritch flamespitter spits flames!
Ritch flamespitter hits Isegana the elven warrior for 54 fire damage.
Minotaur uses Warshout.
War hound resists!
Ritch flamespitter shrugs off the effect 'Confused'!
Isegana the elven warrior wanders around!
Bleeding from Isegana the elven warrior hits Otiia for 14 physical damage.
Otiia uses Infusion: Wild.
Otiia lessens the pain.
Otiia uses Infusion: Regeneration.
Otiia starts regenerating health quickly.
War hound hits Isegana the elven warrior for 94 physical damage.
Isegana the elven warrior uses Shield Pummel.
Otiia reacts immediately after taking severe wounds!
Isegana the elven warrior performs a melee critical strike against Otiia!
Otiia is stunned!
Melee retaliation hits Isegana the elven warrior for 0 darkness, 0 arcane, 0 darkness, 0 arcane (2 total damage).
Isegana the elven warrior hits Otiia for 85 physical, 224 physical (309 total damage).
Otiia the level 26 yeek summoner was eviscerated to death by Isegana the elven warrior on level 3 of Dark crypt.




































































































