











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! The Black Bikini 1.7.0Adds new artifact The Black Bikini (automatically changed to The Black Mankini for male characters) with stats identical to Black Robe and appearing at roughly the same depths. In addition, if the Ashes of Urh'Rok DLC is active, both Black Robe and The Black Bikini will be modified to be Obsidian Treasures (like the Black Ring and the Black Core), granting additional defense proportional to the player's total Shadow Power. Frequently Asked Questions: 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:
Strapless Steam Generators 1.7.0Modifies the Mirror of Reflection, adding an option to hide or restore the front straps of any attached steam generators from the Embers of Rage DLC. 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Higher |
| Class | Writhing One |
| Level / Exp | 20 / 76% |
| Size | big |
| Lifes / Deaths | Killed by corrupted mastocytic feeder at level 2 on the 76th Pyre 122nd year of Ascendancy at 00:32 0 / 6Killed by Yvatha the brecklorn at level 12 on the 21st Dusk 122nd year of Ascendancy at 09:16 Killed by Ce'Nyba the half formed drem at level 12 on the 22nd Dusk 122nd year of Ascendancy at 01:42 Killed by Belivena the half formed drem at level 17 on the 8th Haze 122nd year of Ascendancy at 18:44 Killed by Glera the honey tree at level 20 on the 21st Regrowth 123rd year of Ascendancy at 03:52 Killed by dream seed at level 20 on the 21st Regrowth 123rd year of Ascendancy at 07:12 |
Primary Stats
| Strength | 52 (base 48) |
| Dexterity | 16 (base 10) |
| Constitution | 13 (base 13) |
| Magic | 57 (base 41) |
| Willpower | 20 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -27/581 |
| Insanity | 22/100 |
| Paradox | 300 |
| Healing Factor | 1.0283363011315 |
| Regeneration | 1.2854203764144 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +47.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 10 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 76 |
| Accuracy | 37 |
| Crit Chance | 5% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +11% |
| Lightning | +10% |
| Light | +10% |
| Darkness | +4% |
| Blight | +4% |
| Arcane | +4% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 35.413408721348 (65.897138898113%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 18 |
| Physical Save | 23 |
| Spell Save | 34 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 8%( 70%) |
| Blight | + 18%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 12%( 70%) |
| All | 0%( 70%) |
| Lightning | + 38%( 70%) |
| Light | + 8%( 70%) |
| Temporal | + 3%( 70%) |
| Darkness | + 9%( 70%) |
| Nature | + 34%( 70%) |
Defense: Immunities
| Stun Resistance | 40% |
| Confusion Resistance | 30% |
| Instadeath Resistance | 100% |
| Poison Resistance | 10% |
| Blind Resistance | 45% |
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 327 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 74 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Disfigured face | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Chronomancy | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | 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 improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You failed to protect the temporal explorer from death by shivgoroth. Escort: temporal explorer (level 3 of Norgos Lair) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | 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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed snow giant kidney. * You've found the needed ice ant stinger. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You 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 within2 lumberjacks have died. | done |
Equipment
| On feet | pair of voratun boots of speed (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +5 Fatigue +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Koregas the Shockkiss1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +9% fire ----- def ----- Resists +6% blight +3% temporal +9% light +6% lightning Max.HP +43.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +4 Mag +3 Wil dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| Tool | piercing elm wand of shielding [power 110] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration 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. |
| On fingers | Dagydar0.1 T2 ring jewelry [Random Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +11% nature Apr +2 ----- def ----- Resists +20% lightning +28% nature +7% blight Poison- +10% Disease- +12% Rings make your fingers look great! |
| On fingers | wizard's copper ring of perseverance0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
| Around waist | hardened leather belt of the giants1.0 T3 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +2 (+0 eff.) ----- def ----- Spell.save +7 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | Frozenrupture (27-37 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 27.0 - 37.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +8 cold While equipped: ----- def ----- Resists +6% blight +12% cold +6% nature +12% lightning One-handed war axes. |
| On hands | heroic dwarven-steel gauntlets of spellstriking (0 def, 5 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +4 Wil +4 Mag dps ---------- Spell.pwr +4 (+2 eff.) Melee+ 4 arcane Dmg.mod +4% arcane ----- def ----- Armour +5 Fatigue +3% Resists +5% arcane Mind.save +8 (+4 eff.) Max.HP +51.00 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 | dwarven-steel mail armour 'Gluritira' (3 def, 13 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Spell.crit +3% Res.pen +15% arcane ----- def ----- Armour +13 Defense +3 (+2 eff.) Fatigue +7% Resists +9% acid Phys.save +5 (+3 eff.) Spell.save +6 (+3 eff.) ---------- misc Vim/s.crit +1.00 Max.mana +40.00 A suit of armour made of mail. |
| Cloak | linen cloak 'Neryvena' (16 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Phys.crit +1.0% Acc +5 (+2 eff.) Apr +2 ----- def ----- Defense +16 (+8 eff.) Mind.save +6 (+3 eff.) Die.at -20.00 life ---------- misc Stam/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
Inventory
movement infusion of the warrior (speed 646%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 646% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 27%; physical; dur 4; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
dwarven-steel greatsword of erosion (36-57 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Nature Power 36.0 - 57.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +16 nature Massive two-handed swords. |
hateful steel mace of shearing (12-17 power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Master/Psionic Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 darkness Against +9% Living While equipped: dps ---------- Res.pen +7% all Acc +5 (+2 eff.) Apr +6 Blunt and deadly. |
caller's thorny mindstar of storms (9-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego++] Nature Power 9.0 - 9.9 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: Stats +1 Str +4 Dex +3 Mag +3 Wil +1 Cun +2 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+4 eff.) Melee+ 8 lightning Dmg.mod +7% acid +7% physical +7% fire +8% cold +10% lightning Res.pen +2% acid +5% physical +2% fire +4% cold +7% lightning ----- def ----- Resists +5% lightning Heal/summ +25 ---------- misc Max.summ +1 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. |
steady cured leather sling of acid4.0 T2 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +7 acid While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +10% acid Acc +6 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
Satyrpride the yew magestaff (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +12% mind +20% cold Res.pen +10% fire +10% mind +20% nature ----- def ----- Defense +7 (+4 eff.) Resists +18% fire ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 76.93 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. |
Pureserpent1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Mag +4 Wil +4 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +12% mind Res.pen +10% nature ----- def ----- Spell.save +8 (+4 eff.) Mind.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
bladed dwarven-steel helm of blood magic (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +4 Str +5 Mag +4 Wil dps ---------- Spell.crit +2% Dmg.mod +7% blight +5% arcane ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 199.2 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing dwarven-steel mail armour of clarity (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Disrupt/Psionic While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +10% blight +12% nature +7% mind Mind.save +12 (+6 eff.) A suit of armour made of mail. |
enlightening hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Mind.save +12 (+6 eff.) A suit of armour made of leather. |
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. |
110 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. |
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. |
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. |
8 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. |
6 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. |
miner's iron pickaxe (dig speed 27 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +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. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 106.76 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 106.76 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(69 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +43.00 ---------- misc Light +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
4 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. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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
Killed Ben Cruthdar the Cursed.By Ending the Higher Writhing One level 14
40th Dusk 122nd year of Ascendancy at 02:22 see stats
Exterminator
Killed 1000 creatures.By Ending the Higher Writhing One level 20
20th Regrowth 123rd year of Ascendancy at 11:19 see stats
Level 10
Got a character to level 10.By Ending the Higher Writhing One level 10
5th Mirth 122nd year of Ascendancy at 00:51 see stats
Level 20
Got a character to level 20.By Ending the Higher Writhing One level 20
19th Regrowth 123rd year of Ascendancy at 19:00 see stats
The Arena
Unlocked Arena mode.By Ending the Higher Writhing One level 11
3rd Summertide 122nd year of Ascendancy at 14:27 see stats
The secret city
Discovered the truth about mages.By Ending the Higher Writhing One level 19
15th Regrowth 123rd year of Ascendancy at 22:05 see stats
Log
Ravage from Dreaming horror hits worm that walks (servant of Ending) for 39 physical damage.
Dreaming horror hits worm that walks (servant of Ending) for 35 mind damage.
Dreaming horror converts some damage to Psi!
Dreaming horror mentally dismisses some damage!
Epidemic from Worm that walks (servant of Ending) hits Dreaming horror for (3 dismissed), (1 resonance), 0 to psi, 0 blight (2 total damage).
Weakness Disease from Worm that walks (servant of Ending) hits Dreaming horror for (4 dismissed), (2 resonance), 0 to psi, 1 blight (2 total damage).
Dreaming horror receives 3 healing (3 psi heal).
Worm that walks (servant of Ending) casts Catalepsy.
Diseases BURN THROUGH Dreaming horror!
Dreaming horror is free from the epidemic.
Dreaming horror is free from the weakness disease.
Dreaming horror's mind surges with critical power!
Dreaming horror shrugs off the effect 'Stunned'!
Dream seed converts some damage to Psi!
Dreaming horror mentally dismisses some damage!
Dreaming horror converts some damage to Psi!
worm that walks (servant of Ending) hits Dream seed for 2 to psi, 4 blight, 1 to psi, 1 physical, 1 to psi, 2 blight, 1 to psi, 2 blight, 0 to psi, 1 temporal, 1 to psi, 1 physical, 1 to psi, 2 blight (26 total damage).
worm that walks (servant of Ending) hits Dreaming horror for (13 resonance), 4 to psi, 6 blight, (24 dismissed), (6 resonance), 2 to psi, 2 blight (16 total damage).
Dreaming horror hits worm that walks (servant of Ending) for 12 mind damage.
Dream seed misses worm that walks (servant of Ending).
Dream seed misses worm that walks (servant of Ending).
Dream seed misses worm that walks (servant of Ending).
Dream seed misses worm that walks (servant of Ending).
Talent Blindside is ready to use.
Talent Virulent Disease is ready to use.
Ravage from Dreaming horror hits worm that walks (servant of Ending) for 33 physical damage.
Dreaming horror uses Dream Walk.
Dream seed misses worm that walks (servant of Ending).
Character control switched to Ending.
























































































