









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.
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 1.7.6Donators/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:
Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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! 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 | Insane Adventure |
| Sex | Female |
| Race | Doomelf |
| Class | Cultist of Entropy |
| Level / Exp | 23 / 74% |
| Size | medium |
| Lifes / Deaths | Killed by Siluba the cutpurse at level 19 on the 73rd Dusk 122nd year of Ascendancy at 03:57 0 / 6Killed by Arurin the bandit at level 19 on the 73rd Dusk 122nd year of Ascendancy at 16:10 Killed by ritch flamespitter at level 23 on the 8th Haze 122nd year of Ascendancy at 21:52 Killed by ritch flamespitter at level 23 on the 12nd Haze 122nd year of Ascendancy at 12:36 Killed by black jelly at level 23 on the 12nd Haze 122nd year of Ascendancy at 14:00 Killed by GorgeousMoon at level 23 on the 12nd Haze 122nd year of Ascendancy at 14:05 |
Primary Stats
| Strength | 17 (base 18) |
| Dexterity | 17 (base 10) |
| Constitution | 37 (base 32) |
| Magic | 67 (base 53) |
| Willpower | 16 (base 10) |
| Cunning | 24 (base 15) |
Resources
| Life | 419/419 |
| Insanity | 98/100 |
| Healing Factor | 1.3541015905905 |
| Regeneration | 4.4008301694192 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -63.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 5 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 20 |
| Crit Chance | 7% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 22% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +58% |
| Nature | +3% |
| Blight | +6% |
| Physical | +11% |
| Mind | +5% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +25% |
| Mind | +10% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 58.118570152104 (30%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 31 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Arcane | + 21%( 70%) |
| Cold | + 36%( 70%) |
| All | + 17%( 70%) |
| Darkness | + 36%( 70%) |
| Light | + 32%( 70%) |
| Physical | + 27%( 70%) |
| Mind | + 19%( 70%) |
| Lightning | + 27%( 70%) |
| Fire | + 36%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Disarm Resistance | 0% |
| Confusion Resistance | 49% |
| Silence Resistance | 28% |
| Stun Resistance | 53% |
| Instadeath Resistance | 100% |
| Blind Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 175 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 448% 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
| Demented / Oblivion | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Demented / Madness | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Rift | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Timethief | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Void | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Calamity | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Doom | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Revelation |
| talent | Twofold Curse |
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 |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
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. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed sandworm tooth. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within8 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Balykhad' (20 def, 5 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +1 Mag dps ---------- Dmg.mod +6% physical ----- def ----- Armour +5 Defense +20 (+10 eff.) Resists +8% fire +6% cold Phys.save +6 (+3 eff.) Silence- +28% Confus- +28% Stun/Frz- +32% ---------- misc Spell.cld 10% A pair of boots made of leather. |
| Light source | Rhoyon the Blindglory2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% darkness Melee Ret 4 darkness ----- def ----- Resists +6% nature +3% darkness Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +5 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 | iron helm 'Aeralle' (0 def, 13 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +13 Fatigue +5% Resists +12% lightning +6% fire +6% darkness +6% cold Phys.save +3 (+2 eff.) Heal.mod +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Hiruivor the elm wand of lightning storm [power 122] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: ----- def ----- Resists +9% fire +5% arcane +3% mind Create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (122 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | mule's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +1.00 Stun/Frz- +21% ---------- misc Max.enc +23 Rings make your fingers look great! |
| On fingers | The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +3% ----- def ----- Spell.save +7 (+3 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
| Around waist | Emelirema the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Str dps ---------- Spell.pwr +15 (+5 eff.) Dmg.mod +6% blight Melee Ret 2 blight ----- def ----- Armour +6 Confus- +20% Create a temporary shield that absorbs 170 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
| In main hand | yew vilestaff 'Pitchblood' (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Random Unique] Arcane/Master 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: dps ---------- Spell.crit +14% Crit.mult +12.00% Spell.pwr +9 (+3 eff.) S.pwr/crit +4 Dmg.mod +26% darkness Res.pen +25% darkness ---------- misc Max.P.En +5.00 Max.N.En +5.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | heroic dwarven-steel gauntlets of dexterity (+2) (0 def, 5 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Dex dps ---------- Acc +10 (+5 eff.) ----- def ----- Armour +5 Fatigue +3% Mind.save +6 (+3 eff.) Max.HP +46.00 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 | Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 25.16 to 31.45 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
| Cloak | Dimwrest (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% darkness ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +9% acid +12% cold +6% light Spell.save +6 (+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 | Loamflash the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +6 Cun +4 Con dps ---------- Mov.spd +10% Dmg.mod +3% nature On Hit (Melee): * 20% chance to slow global speed by 42% ----- def ----- Fatigue -5% Resists +14% darkness +3% nature +12% light HP.reg +2.00 Blind- +22% ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Inventory
healing infusion of the duelist (heal 80; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 80 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune (absorb 65; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 65 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (150). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
gold amulet of healing0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +16% Cut- +60% 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 195 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
copper ring 'Erelehor'0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% acid ----- def ----- Resists +6% lightning +6% darkness +5% arcane Mind.save +6 (+3 eff.) Confus- +23% Rings make your fingers look great! |
marksman's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) ----- def ----- Mind.save +6 (+3 eff.) Confus- +20% Rings make your fingers look great! |
warrior's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
warrior's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
Offalspire the yew longbow4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +8 nature On Crit.r2 +20 nature While equipped: Stats +5 Dex ----- def ----- Resists +9% blight Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Pinning- +20% Longbows are used to shoot arrows at your foes. |
elemental dwarven-steel mace of evisceration (26-36 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Ego++] Arcane/Master Power 26.0 - 36.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * Create an explosion dealing 86 cold damage (1/turn) On Crit: * Wound the target dealing 50 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+5 eff.) Dmg.mod +8% cold Res.pen +6% cold Blunt and deadly. |
mighty cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+4 eff.) Slings are used to hurl stones or metal shots at your foes. |
Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon [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 (+2 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 156.10 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% (312). 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. |
potent ash vilestaff of might (18-21 power, 3 apr, blight element)5.0 T2 staff 2H weapon [Ego] Arcane Power 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +9 (+3 eff.) Dmg.mod +18% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
short yew starstaff of channeling (20-24 power, 4 apr, physical element)5.0 T3 staff 1H weapon [Ego+] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +19 (+6 eff.) Dmg.mod +20% physical ---------- misc Mana/turn +0.25 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Nerygamira the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% Crit.mult +10.00% Mind.pwr +10 (+5 eff.) Dmg.mod +6% mind ----- def ----- Resists +6% lightning +6% temporal A belt that goes around your waist. |
Cyruda (12 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature/Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.crit +7% Crit.mult +10.00% Phys.pwr +10 (+6 eff.) ----- def ----- Defense +12 (+6 eff.) Resists +13% light +10% fire Phys.save +10 (+5 eff.) Mind.save +8 (+4 eff.) Stealth +8 Die.at -110.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eclipsemire (7 def, 0 armour) =DARKPEN=2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +25% darkness +15% arcane Melee Ret 4 darkness ----- def ----- Defense +7 (+4 eff.) Resists +3% darkness Phys.save +6 (+3 eff.) ---------- misc Mana/s.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sparkworm (1 def, 6 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +3% lightning +6% temporal +9% mind Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) HP.reg +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Rags of the Sanctuary (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Runyrek' (0 def, 0 armour)2.0 T4 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +14% fire +18% cold On Hit (Melee): * 20% chance to slow global speed by 42% ----- def ----- Resists +3% light +14% darkness +27% fire +3% blight +27% cold +13% mind +13% all Phys.save +13 (+7 eff.) Spell.save +12 (+6 eff.) Mind.save +25 (+12 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Scaldwedge (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire ----- def ----- Armour +3 Fatigue +2% Mind.save +6 (+3 eff.) ---------- misc Stam/turn +0.40 Equi/ret +0.04 Max.stam +12.00 Max.hate +6.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Yvareba the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Con dps ---------- Phys.crit +3.0% Spell.crit +1% Spell.pwr +15 (+5 eff.) ----- def ----- Armour +3 Fatigue +2% Resists +5% fire +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Glonne' (0 def, 4 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +1 Dex dps ---------- Phys.pwr +5 (+4 eff.) Apr +2 ----- def ----- Armour +4 Fatigue +2% Phys.save +3 (+2 eff.) ---------- 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. |
steady rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Psionic While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Armour +1 Phys.save +5 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +20% 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. |
Forestusher (0 def, 4 armour) =6CON=3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Con dps ---------- Dmg.mod +6% acid +3% nature On Hit (Melee): * 20% chance to slow global speed by 42% * 20 arcane resource burn ----- def ----- Armour +4 Fatigue +4% Resists +6% temporal +6% nature +12% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Glowbrawn the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Res.pen +5% acid On Hit (Melee): * 10% chance to reduce all saves and defense by 17 ----- def ----- Armour +1 Fatigue +1% Resists +9% acid +6% mind Phys.save +10 (+5 eff.) ---------- misc Light +1 A cap made of leather. |
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 (+6 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. |
hardened leather cap 'Lisetta' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str +2 Cun dps ---------- Crit.mult +15.00% Mind.pwr +15 (+7 eff.) Res.pen +10% mind ----- def ----- Armour +3 Fatigue +3% Resists +15% cold Spell.save +3 (+1 eff.) A cap made of leather. |
linen wizard hat 'Dimdeath' (16 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Melee Ret 2 darkness ----- def ----- Defense +16 (+8 eff.) Resists +3% acid +6% cold Mind.save +6 (+3 eff.) Disarm- +10% A pointy cloth hat, very wizardly... |
hardened leather armour of cold resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +18% cold A suit of armour made of leather. |
Coral Spray (8 def, 8 armour, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Titanic (20 def, 18 armour, 320 block)7.0 T3 shield armor Reqs Shield usage training Str 37 [Unique] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+10 eff.) Rng.Def +10 (+5 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
2 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. |
119 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. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+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. |
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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
brass lantern 'Emitha'2.0 T1 lite [Rare] Master While equipped: ----- def ----- Armour +8 Resists +1% physical HP.reg +4.00 Blind- +20% ---------- 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. |
preserving brass lantern =2CON=2.0 T1 lite [Ego+] Nature While equipped: Stats +2 Con ----- def ----- Resists +6% blight HP.reg +2.00 ---------- 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
2 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. |
powerful elm wand of lightning storm [power 116] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
2 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. |
6 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. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By GorgeousMoon the Doomelf Cultist of Entropy level 16
34th Dusk 122nd year of Ascendancy at 05:30 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By GorgeousMoon the Doomelf Cultist of Entropy level 22
2nd Haze 122nd year of Ascendancy at 22:59 see stats
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By GorgeousMoon the Doomelf Cultist of Entropy level 6
78th Pyre 122nd year of Ascendancy at 16:28 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By GorgeousMoon the Doomelf Cultist of Entropy level 10
4th Dusk 122nd year of Ascendancy at 13:46 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By GorgeousMoon the Doomelf Cultist of Entropy level 20
79th Dusk 122nd year of Ascendancy at 23:48 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By GorgeousMoon the Doomelf Cultist of Entropy level 19
73rd Dusk 122nd year of Ascendancy at 23:45 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By GorgeousMoon the Doomelf Cultist of Entropy level 9
2nd Dusk 122nd year of Ascendancy at 00:45 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By GorgeousMoon the Doomelf Cultist of Entropy level 6
1st Flare 122nd year of Ascendancy at 19:11 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By GorgeousMoon the Doomelf Cultist of Entropy level 23
8th Haze 122nd year of Ascendancy at 18:24 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By GorgeousMoon the Doomelf Cultist of Entropy level 15
21st Dusk 122nd year of Ascendancy at 16:32 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By GorgeousMoon the Doomelf Cultist of Entropy level 23
12nd Haze 122nd year of Ascendancy at 14:05 see stats
Log
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
GorgeousMoon casts Cacophony.
War hound's mind is shattered by the void!
Ritch flamespitter shrugs off GorgeousMoon's 'Cacophony'!
Gomina the blue ooze's mind is shattered by the void!
Gigantic sandworm tunneler's mind is shattered by the void!
Gigantic gravity worm's mind is shattered by the void!
Gigantic gravity worm is wreathed in entropy.
Gigantic sandworm tunneler is dazed!
Gigantic gravity worm is dazed!
Gomina the blue ooze is dazed!
Melee retaliation hits War hound for 0 darkness, 3 blight (3 total damage).
Black jelly's Slime Spit hits Void monolith for 91 acid damage.
War hound hits GorgeousMoon for 61 physical damage.
Black jelly's Slime Spit hits GorgeousMoon for 52 acid damage.
GorgeousMoon the level 23 doomelf cultist of entropy was corroded to death by a black jelly on level 1 of Sandworm lair.
Cacophony is still on cooldown for 12 turns.
Cacophony is still on cooldown for 12 turns.
You have no more lives left.
GorgeousMoon deactivates Revelation.
GorgeousMoon deactivates Twofold Curse.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Black jelly's Slime Spit killed GorgeousMoon!
Saving game...
Your summoned void monolith disappears.
Saving done.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!













































































































