Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
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:
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 | Nightmare Adventure |
Sex | Female |
Race | Cornac |
Class | Writhing One |
Level / Exp | 21 / 41% |
Size | medium |
Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
Strength | 14 (base 14) |
Dexterity | 24 (base 16) |
Constitution | 28 (base 19) |
Magic | 53 (base 50) |
Willpower | 13 (base 10) |
Cunning | 30 (base 26) |
Resources
Life | 542/542 |
Mana | 235/235 |
Insanity | 0/100 |
Positive | 90/90 |
Healing Factor | 1.7056298990388 |
Regeneration | 15.777076566109 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +21.093867610317% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 8 |
Infravision | 5 |
See Stealth | 30.004149834542 |
See Invisible | 36.004149834542 |
Offense: Mainhand
Damage | 34 |
Accuracy | 47 |
Crit Chance | 14% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Physical | +6% |
Darkness | +16% |
Light | +14% |
All | 0% |
Offense: Damage Penetration
Darkness | +30% |
Lightning | +10% |
Defense: Base
Armour (hardiness) | 17 (44.574340358689%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 39 |
Mental Save | 20 |
Defense: Resistances
Acid | + 47%( 70%) |
Cold | + 54%( 70%) |
All | + 37%( 70%) |
Darkness | + 44%( 70%) |
Light | + 60%( 70%) |
Mind | + 39%( 70%) |
Lightning | + 44%( 70%) |
Fire | + 56%( 70%) |
Nature | + 39%( 70%) |
Defense: Immunities
Stun Resistance | 42% |
Confusion Resistance | 24% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 31% |
Inscriptions (4/4)
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 296 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 78 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. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 744% for 10 turns (39 total) and instantly restoring 37 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 583% 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 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Demented / Tentacles | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
talent | Chaos Orbs |
talent | Chant of Resistance |
beneficial effect | Linked to their horror ally gaining 25% all damage resistance. Shared Insanity |
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 successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | 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 successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed bloated horror heart. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 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 | Betoriata the pair of rough leather boots (5 def, 1 armour) Betoriata the pair of rough leather boots (5 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Spell Crit +2% defense ------ Armor +1 Defense +5 (+3 eff.) Resistance +3% acid +12% fire +3% nature Healmod +15% Silence Resist +20% Confus Resist +24% Stun Resist +20% A pair of boots made of leather. |
Light source | Summertide Phial Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(56 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | dwarven-steel helm 'Relgakalthothel' (0 def, 8 armour) dwarven-steel helm 'Relgakalthothel' (0 def, 8 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Damage +6% physical Accuracy +10 (+3 eff.) defense ------ Armor +8 Fatigue +4% Resistance +8% fire +3% mind +6% cold Healmod +20% Blind Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | elm totem of healing [power 110] (13 cooldown) elm totem of healing [power 110] (13 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | Duskjam the copper ring Duskjam the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil offense ------ Ignore resists +10% darkness When Hit 6 acid On-Hit (Melee): * 10% chance to reduce damage dealt by 12% defense ------ Resistance +3% darkness Mind save +6 (+3 eff.) Rings make your fingers look great! |
On fingers | titan's copper ring of perseverance titan's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Life Regen +2.00 Stun Resist +23% Rings make your fingers look great! |
Around waist | Gelefang Gelefang1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +4 Dex +3 Mag +2 Con defense ------ Life Regen +1.00 Healmod +11% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A belt that goes around your waist. |
In main hand | magewarrior's short elm starstaff of illumination (10-12 power, 2 apr, darkness element) magewarrior's short elm starstaff of illumination (10-12 power, 2 apr, darkness element)5.0 Encumbrance T1 staff 1H weapon [Ego+] Nature/Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +4% Physical Power +7 (+4 eff.) Spellpower +9 (+3 eff.) Damage +10% darkness Accuracy +5 (+1 eff.) defense ------ Defense +6 (+3 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 5 turn cooldown Effective talent level: 2.0 Power cost 5 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 108.92 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | Ebonysorrow (5 def, 2 armour) Ebonysorrow (5 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 8 light Damage +4% light Ignore resists +10% darkness +10% lightning defense ------ Armor +2 Defense +5 (+3 eff.) Fatigue +3% Resistance +7% light +9% darkness Physical save +9 (+5 eff.) other ------- Stamina/turn +2.00 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 | spellwoven woollen robe (0 def, 0 armour) spellwoven woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) defense ------ Resistance +9% all Spell save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Demonquarry (1 def, 6 armour) Demonquarry (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +6% darkness Ignore resists +10% darkness On-Hit (Melee): * 20% chance to reduce all saves and defense by 14 defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +3% acid +11% cold Life Regen +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | wanderer's copper amulet of vision wanderer's copper amulet of vision0.1 Encumbrance T1 amulet jewelry [Ego++] Nature/Master While equipped: Stats +4 Dex +4 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 Blind Resist +11% other ------- Stamina/turn +0.40 Infravision +3 Sight +2 See Invisibility +6 Amulets make your neck look great! |
Inventory
Squalorbore Squalorbore0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex offense ------ Critical power +10.00% Damage +3% nature Accuracy +5 (+1 eff.) When Hit 2 acid On-Hit (Melee): * 10% chance to reduce armor by 33% defense ------ Resistance +6% acid Amulets make your neck look great! |
Withering Orbs Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Zochak the copper amulet Zochak the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil offense ------ Damage +6% acid On-Hit (Melee): * 10% chance to slow global speed by 39% defense ------ Resistance +3% cold +6% darkness +3% temporal Amulets make your neck look great! |
copper amulet of cunning (+2) copper amulet of cunning (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
gold ring of luminosity gold ring of luminosity0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag offense ------ On-Hit 13 light On-Ranged-Hit 10 light Damage +12% light Rings make your fingers look great! |
psionicist's steel ring of nature (+22%) psionicist's steel ring of nature (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil offense ------ Damage +11% nature defense ------ Resistance +22% nature Mind save +4 (+2 eff.) Rings make your fingers look great! |
steel ring of clarity steel ring of clarity0.1 Encumbrance T2 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +7 (+4 eff.) Confus Resist +30% Rings make your fingers look great! |
warrior's steel ring of tenacity warrior's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +2 Str defense ------ Armor +4 Life +25.00 Disarm Resist +21% Pinning Resist +20% Knockbk Resist +27% Rings make your fingers look great! |
iron longsword 'Scabstar' (11-16 power, 2 apr) iron longsword 'Scabstar' (11-16 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Rare] Nature Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +7 nature On-Hit, radius 1 +8 physical While equipped: Stats +2 Dex offense ------ Damage +15% physical Ignore resists +5% nature On-Hit (Melee): * 10% chance to slow global speed by 39% Sharp, long, and deadly. |
iron longsword of massacre (17-24 power, 2 apr) iron longsword of massacre (17-24 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego] Master Weapon Damage 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly. |
steel longsword of massacre (22-31 power, 3 apr) steel longsword of massacre (22-31 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Ego] Master Weapon Damage 22.5 - 31.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Sharp, long, and deadly. |
arcing iron mace of massacre (17-24 power, 2 apr) arcing iron mace of massacre (17-24 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego] Arcane/Master Weapon Damage 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 78 damage Blunt and deadly. |
thought-forged iron mace of massacre (17-23 power, 2 apr) thought-forged iron mace of massacre (17-23 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego] Master/Psionic Weapon Damage 17.0 - 23.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-hit +6 mind On Hit: * 11% chance to reduce all saves and defense by 14 While equipped: Stats +1 Cun +2 Wil Blunt and deadly. |
blurring rough leather belt of the mystic blurring rough leather belt of the mystic1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: offense ------ Spellpower +2 (+1 eff.) defense ------ Defense +8 (+4 eff.) Mind save +6 (+3 eff.) Stealth +6 A belt that goes around your waist. |
Snowveil (7 def, 0 armour) Snowveil (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Dex offense ------ Damage +3% mind Ignore resists +5% cold defense ------ Defense +7 (+4 eff.) Resistance +3% cold Physical 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. |
Cloudquell the linen robe (0 def, 0 armour) Cloudquell the linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Mindpower +20 (+10 eff.) Damage +19% lightning defense ------ Resistance +15% lightning +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 28.20 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +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: Effective talent level: 1.0 Power cost 13 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 23.01 to 69.04 lightning damage (46.02 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Kindlefury (2 def, 4 armour) Kindlefury (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Rare] Master While equipped: offense ------ Damage +3% light Ignore resists +20% arcane On-Hit (Melee): * 10% chance to reduce armor by 33% defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +3% acid +17% fire +5% arcane other ------- Light +1 A suit of armour made of mail. |
9 agate 9 agate0.0 Encumbrance 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. |
215 alchemist agate 215 alchemist agate0.0 Encumbrance 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. |
aquamarine aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.0 Encumbrance 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. |
topaz topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical 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. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 37 turns) woodsman's iron pickaxe (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 spinel 8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
Cut Drem Arm Cut Drem Arm2.0 Encumbrance T3 gross misc [Unique] Unknown While equipped: offense ------ When Hit 25 darkness defense ------ Disarm Resist +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
brass lantern of clarity brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Psionic While equipped: defense ------ Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +5 See Invisibility +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. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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 Chest Transmogrification Chest2.0 Encumbrance 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. |
steel torque of psionic shield [power 55] (21 cooldown) steel torque of psionic shield [power 55] (21 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 55 for 5 turns Puts all charms on 21 turn cooldown Torques are made by powerful psionics to store psionic powers. |
12 ametrine 12 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 zircon 11 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Riz the Cornac Writhing One level 20
21st Haze 122nd year of Ascendancy at 15:29 see stats
By Riz the Cornac Writhing One level 19
42nd Dusk 122nd year of Ascendancy at 06:30 see stats
By Riz the Cornac Writhing One level 10
8th Mirth 122nd year of Ascendancy at 00:02 see stats
By Riz the Cornac Writhing One level 20
42nd Dusk 122nd year of Ascendancy at 20:52 see stats
By Riz the Cornac Writhing One level 20
60th Dusk 122nd year of Ascendancy at 07:33 see stats
By Riz the Cornac Writhing One level 9
2nd Mirth 122nd year of Ascendancy at 23:37 see stats
By Riz the Cornac Writhing One level 14
10th Flare 122nd year of Ascendancy at 21:24 see stats
By Riz the Cornac Writhing One level 19
29th Dusk 122nd year of Ascendancy at 02:43 see stats
Log
Riz casts Teleport: Kroshkkur.
Resting starts...
Riz is firmly planted in reality.
Worm that walks (servant of Riz) is firmly planted in reality.
You are yanked out of this place!
Rested for 40 turns (stop reason: dialog is displayed).
You give dwarven-steel plate armour of Eyal (0 def, 11 armour) to worm that walks (servant of Riz).
You gain 2.07 gold from the transmogrification of flaming pouch of steel shots of erosion (19/19, 18-21 power, 2 apr).
You gain 16.69 gold from the transmogrification of dwarven-steel pickaxe 'Blastpeal' (dig speed 16 turns).
You gain 14.68 gold from the transmogrification of Hezilakan the Woewish (0 def, 3 armour).
You gain 17.74 gold from the transmogrification of Emoma the hardened leather cap (0 def, 3 armour).
You gain 12.52 gold from the transmogrification of Singezephyr (0 def, 3 armour).
You gain 15.63 gold from the transmogrification of Salibreda the pair of hardened leather boots (0 def, 3 armour).
You gain 19.44 gold from the transmogrification of Arenor (0 def, 4 armour).
You gain 14.66 gold from the transmogrification of Blindrip (2 def, 6 armour).
You gain 12.73 gold from the transmogrification of Aerolle the Ebonyblur (10 def, 0 armour).
You gain 14.73 gold from the transmogrification of hardened leather belt 'Icezeal'.
You gain 16.59 gold from the transmogrification of Frostshaper the yew starstaff (20-24 power, 4 apr, temporal element).
You gain 2.50 gold from the transmogrification of blooming thorny mindstar (9-9 power, 24 apr, nature damage).
You gain 12.20 gold from the transmogrification of Bleakquell of the Blightspawn.
There is a teleporter to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Lore found: Corpsebow
You can read all your collected lore in the game menu, by pressing Escape.