














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Two-Handed Dual-Wielding Counts 1.7.0If you are wielding a two-handed weapon in mainhand and another weapon in offhand (via Ogres' Grisly Constitution talent or various addons), arranges for your melee weapon damage to be recorded as both two-handed weapon damage and dual-wielded weapon damage for purposes of satisfying prodigy requirements (notably Windblade). 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:
Earlier Draconic Prodigies 1.7.5Allows characters to fulfill the "Be close to the draconic world" requirement for Draconic Will and Draconic Body by eating just one of the "Heart of the Sandworm Queen" or "Wyrm Bile". This lets non-wyrmic characters access the prodigies at lv25 instead of having to wait to lv42 as usual. https://github.com/sandertyu/tome-earlier-draconic-prodigies ---Changelog--- OldRPG - Music Mod v2 - Part 4 1.7.6OldRPG Music Mod v2:
As of 2.0.5, the base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: due to changes in the codebase that implemented the ability to map levels for zones which were previously one track, ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 Items Vault 1.7.6Donators/Buyers bonus! EHP - Total Life Pool Bar 1.7.6DarkGod fixed addons upload, but the author needs to manually reset the description for this one. Living Eyal 1.7.6Places unplayable staring dugeons on map. Allowing all 4 extra dungeons. Unlocking Yeek island. |Places all extra cities on map, and adds extra dungeons and cities like heroes rest (trainer city). Also reacts to Ooze mod, undead racepack and faetouched collection. OldRPG - Music Mod v2 - Part 1 1.7.6OldRPG Music Mod v2:
As of 2.0.5, the base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: due to changes in the codebase that implemented the ability to map levels for zones which were previously one track, Effective Talent Scaling 1.7.4Changes some talents that use raw levels for no apparent reason to use effective levels instead. Affected talents include: 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.
OldRPG - Music Mod v2 - Part 2 1.7.6OldRPG Music Mod v2:
As of 2.0.5, the base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: due to changes in the codebase that implemented the ability to map levels for zones which were previously one track, No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. OldRPG - Music Mod v2 - Part 3 1.7.6OldRPG Music Mod v2:
As of 2.0.5, the base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: due to changes in the codebase that implemented the ability to map levels for zones which were previously one track, Don't Use the Unusable 1.7.0Modifies the use-item dialog, removing the "Use" action for activatable objects in inventory if the object must be worn/wielded to activate it. 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 Steam-Fu 1.7.6Adds a new Tinker subclass and a brawler evolution. --- Steam-Fu Master is a class that combines steamsaw and steamgun to fight in close range. This class revolves around melee range combat, wreaking havoc, and throwing oneself into the fray. Shoot enemies multiple times at the cost of high ammo cost that you feel your ammo pouch has a hole. And do not forget your saw shreds through your foes. Don't worry about surrounded by enemies as you have decent survivability and steam generation, as long as you strategically utilize our injector and steam generator. But don't get cocky, choose your fight wisely as getting over your head is sure way to your demise. Master the way of the Steam-Fu through lead and bloodshed. Attain your glory by any means necessary. --- Steam-Fu Adept is a Class Evolution of Brawler enhancing their martial styles with steamtech. Crush your foes faster with novel techniques born by the blessing of steam. Enjoy! No Talent Caps 1.7.6Removes talent level caps. This is balanced to just allow to go beyond level 5 without Infinite Dungeon shenanigans, it doesn't give any advantages or points' Weight: 293587 |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Halfling |
Class | Wanderer |
Level / Exp | 38 / 89% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 172.22767191625 (base 60) |
Dexterity | 118.4553438325 (base 60) |
Constitution | 111.4553438325 (base 60) |
Magic | 93.227671916252 (base 60) |
Willpower | 88.455343832504 (base 60) |
Cunning | 139.4553438325 (base 60) |
Resources
Mana | 714/714 |
Equilibrium | 78 |
Vim | 248/248 |
Life | 1952/1952 |
Stamina | 386/386 |
Insanity | 0/100 |
Healing Factor | 2.2635439592011 |
Regeneration | 84.534279416292 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +120% |
Vision
Sight | 8 |
Lite | 3 |
Infravision | 24 |
See Stealth | 176.15057905881 |
See Invisible | 200.60592289132 |
ESP Range | 11 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 382 |
Accuracy | 114 |
Crit Chance | 174% |
APR | 140 |
Speed | 1.11 |
Offense: Offhand
Damage | 463 |
Accuracy | 114 |
Crit Chance | 174% |
APR | 140 |
Speed | 1.11 |
Offense: Spell
Spellpower | 54 |
Crit Chance | 38% |
Speed | 1 |
Offense: Mind
Mindpower | 133 |
Crit Chance | 86% |
Speed | 1 |
Offense: Damage Bonus
Acid | 0% |
Blight | 0% |
Cold | +9% |
All | 0% |
Darkness | +6% |
Light | +21% |
Temporal | +3% |
Fire | +22% |
Mind | +14% |
Offense: Damage Penetration
Light | +30% |
Cold | +29% |
Fire | +25% |
Mind | +65% |
All | +25% |
Defense: Base
Armour (hardiness) | 211.80856484898 (100%) |
Defense | 112 |
Ranged Defense | 112 |
Fatigue | 0 |
Physical Save | 117 |
Spell Save | 116 |
Mental Save | 110 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 48%( 70%) |
Physical | + 76%( 76%) |
Cold | + 70%( 70%) |
All | + 42%( 70%) |
Lightning | + 49%( 70%) |
Light | + 61%( 70%) |
Temporal | + 52%( 70%) |
Darkness | + 82%( 95%) |
Fire | + 70%( 70%) |
Mind | + 66%( 70%) |
Defense: Immunities
Disarm Resistance | 36% |
Confusion Resistance | 100% |
Fear Resistance | 86% |
Stun Resistance | 86% |
Instadeath Resistance | 100% |
Knockback Resistance | 86% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 453 life over 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 2.5 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 259.47 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 384 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 4 physical, 5 blight, 5 acid, 3 temporal |
Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 19% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Corruption / Heart of Fire | 1.20 |
| 38 |
| 34 |
| 30 |
| 26 |
Technique / Combat veteran | 1.20 |
| 38 |
| 34 |
| 30 |
| 26 |
Cunning / Ambush | 1.20 |
| 28 |
| 24 |
| 20 |
| 16 |
Technique / Combat techniques | 1.20 |
| 38 |
| 34 |
| 30 |
| 26 |
Wild-gift / Sand drake aspect | 1.20 |
| 38 |
| 34 |
| 30 |
| 26 |
Spell / Enhancement | 1.20 |
| 36 |
| 32 |
| 28 |
| 24 |
Demented / Horrific body | 1.20 |
| 38 |
| 34 |
| 30 |
| 26 |
Wild-gift / Cold drake aspect | 1.20 |
| 38 |
| 34 |
| 30 |
| 26 |
Technique / Shield defense | 1.20 |
| 38 |
| 34 |
| 30 |
| 26 |
Corruption / Blood | 1.20 |
| 38 |
| 34 |
| 30 |
| 26 |
Generic Talents
Wild-gift / Mindstar mastery | 1.20 |
| 38 |
| 34 |
| 30 |
| 26 |
Race / Halfling | 1.20 |
| 38 |
| 30 |
| 22 |
| 14 |
Technique / Combat training | 1.20 |
| 17 |
| 13 |
| 13 |
| 10 |
| 31 |
| 34 |
Wild-gift / Harmony | 1.20 |
| 38 |
| 34 |
| 30 |
| 26 |
Spell / Divination | 1.20 |
| 36 |
| 32 |
| 28 |
| 24 |
Cunning / Scoundrel | 1.20 |
| 38 |
| 34 |
| 30 |
| 26 |
Cursed / Cursed aura | 1.20 |
| 38 |
| 34 |
| 30 |
| 26 |
Wild-gift / Call of the wild | 1.20 |
| 38 |
| 34 |
| 30 |
| 26 |
Spell / Aegis | 1.20 |
| 36 |
| 32 |
| 28 |
| 24 |
Spell / Staff combat | 1.20 |
| 36 |
| 32 |
| 28 |
| 24 |
Cursed / Cursed form | 1.20 |
| 38 |
| 34 |
| 30 |
| 26 |
Spell / Stone alchemy | 1.20 |
| 36 |
| 32 |
| 28 |
| 24 |
Technique / Conditioning | 1.20 |
| 38 |
| 34 |
| 30 |
| 26 |
Wild-gift / Antimagic | 1.20 |
| 38 |
| 34 |
| 30 |
| 26 |
Corruption / Curses | 1.20 |
| 38 |
| 34 |
| 30 |
| 26 |
Spell / Conveyance | 1.20 |
| 37 |
| 33 |
| 29 |
| 25 |
Cunning / Survival | 1.20 |
| 38 |
| 34 |
| 30 |
| 26 |
Effects
talent | Mental Tyranny |
talent | Through The Crowd |
talent | Meditation |
talent | Psiblades |
talent | Antimagic Shield |
talent | Daunting Presence |
talent | Precise Strikes |
talent | Aether Permeation |
talent | Elemental Harmony |
talent | Icy Skin |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 11.2)Penalty : Fractured Sanity: -4% Mind Resistance, -5% Confusion Immunity Power 1+: Unleashed: +34% critical damage, +26% off-hand weapon damage Power 2+: -1 Luck, +21 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 132% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 6.5% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 113. Militant Mind |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Arcane talents fail 30% of the time and arcane sustains have a 3.0% chance to deactivate each turn. Antimagic Disruption |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 9.2): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 3% when tested. Power 1+: Removed from Reality: +10 Physical Resistance, +6 Maximum Physical Resistance Power 2+: -1 Luck, +17 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 52 mind and 48 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 15 nightmare (summon Terrors and chances to slow, deal 82 Mind damage, and deal 76 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | You gain 265% resistance against acid and fire. Resolve |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 9.2)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +20% damage against the undead. Power 2+: -1 Luck, +9 Strength, +9 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 16 turns, retch (level 7) when you fall below 53% health Power 4+: Reprieve from Death: Humanoids you slay have a 50% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 9.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+51% chance to avoid traps). Power 2+: -1 Luck, +17 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+21% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 59% if the increase would be enough to kill your opponent. |
beneficial effect | The target is surrounded by a magical shield, absorbing 453/453 damage before it crumbles. Damage Shield |
beneficial effect | Immune to detrimental magical effects Elemental Surge: Nature |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 11.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 3%) for 4 turns. Power 1+: Nightwalker: +45 Darkness Resistance, +15% Max Darkness Resistance, +24 See Invisible Power 2+: -1 Luck, +21 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 51% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 51% for 3 turns. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | 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! | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you gained talent category Spell / Divination (at mastery 1.00). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you gained talent category Spell / Staff combat (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you gained talent category Corruption / Curses (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by vampire lord. Escort: lost defiler (level 7 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you gained talent category Cunning / Survival (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you gained talent category Cunning / Scoundrel (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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has changed the iron acorn which now serves as a cruel reminder of your past and present. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 705. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have closed 0 wormhole(s). | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 has completed an elixir of the savior without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of squid ink. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +5% temporal ---------- misc Stam/turn +0.40 Max.stam +10.00 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T2 arrow ammo [Ego++] Master/Psionic Power 21.0 - 29.4 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +12.5% Capacity 21 Ranged+ +21 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 428 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Curse of Corpses Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +4 Con ----- def ----- Resists +10% blight +3% all Spell.save +7 (+1 eff.) HP.reg +4.00 ---------- misc Light +4 Curse of Madness A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Curse of Madness Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 8 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +6 Str +4 Dex +3 Wil +3 Cun +3 Con ----- def ----- Armour +3 Fatigue +5% Phys.save +15 (+3 eff.) Disarm- +36% ---------- misc Cooldown Double Strike -1 Masteries +0.20 Technique/Grappling Unarmed combat: Power 30.0 - 42.0 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +7 Apr +15 Crit +19.0% Atk.spd 83% On Hit: 10% Disarm 5 On Hit: 10% Set Up 5 Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats -5 Lck ----- def ----- Defense +5 (+1 eff.) Phys.save -10 (-1 eff.) Spell.save -10 (-2 eff.) Mind.save -10 (-2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn Curse of Misfortune A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego++] Psionic While equipped: Stats +11 Cun +6 Wil dps ---------- Mind.pwr +9 (+1 eff.) Melee+ 12 physical Ranged+ 13 physical On Hit (Melee): * 14% chance to reduce all saves and defense by 59 On Hit (Ranged): * 17% chance to reduce all saves and defense by 59 ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Curse of Madness Bleeding Edge: Puts all charms on 4 cooldown Level 5.5 Pwr.cost 4 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Str +3 Cun +6 Con dps ---------- Phys.pwr +8 (+0 eff.) Melee+ 16 physical Ranged+ 5 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 59 On Hit (Ranged): * 14% chance to reduce all saves and defense by 59 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Curse of Nightmares Bleeding Edge: Puts all charms on 4 cooldown Level 3.5 Pwr.cost 4 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Str +2 Dex +4 Cun +3 Con ----- def ----- Resists +16% mind Confus- +35% ---------- misc Light +3 Curse of Shrouds Amulets make your neck look great! |
In main hand | ![]() 3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 14.0 - 15.4 Nature Uses 205% Wil, 50% Mag, 99% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +133 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +26 (+4 eff.) Melee+ 10 cold 10 mind 7 darkness Dmg.mod +9% cold +4% mind +6% darkness Res.pen +4% cold ----- def ----- Armour +9 Resists +9% cold ---------- misc Talents +1 Attune Mindstar Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +3 Str +4 Dex +4 Wil +4 Cun dps ---------- Phys.crit +4.0% Crit.mult +7.00% Phys.pwr +4 (+0 eff.) ----- def ----- Phys.save +12 (+2 eff.) Spell.save +12 (+2 eff.) Mind.save +13 (+2 eff.) Curse of Shrouds A belt that goes around your waist. |
In off hand | ![]() 3.0 T4 mindstar 1H weapon [Ego] Nature Power 12.0 - 13.2 Nature Uses 205% Wil, 50% Mag, 99% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +133 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +26 (+4 eff.) ----- def ----- Phys.save +6 (+1 eff.) Spell.save +5 (+0 eff.) Mind.save +3 (+0 eff.) ---------- misc Equi/ret +1.00 Talents +1 Attune Mindstar Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Nature While equipped: dps ---------- Acc +21 (+3 eff.) ----- def ----- Defense +2 (+0 eff.) Fatigue -6% Resists +7% acid +6% fire +7% lightning +7% cold Max.HP +52.00 ---------- misc Max.stam +19.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T4 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% light +3% temporal Res.pen +5% light +10% mind ----- def ----- Armour +8 Defense +4 (+0 eff.) Fatigue +12% Resists +27% fire +18% light +12% temporal Def/telep +15 Res/telep +15% Dur/telep +15% Curse of Corpses A suit of armour made of mail. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 850% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 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 45 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. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 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 63 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. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+2 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps Curse of Madness The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Curse of Madness Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+1 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. Curse of Madness "An innocuous bauble. Until you look through the hole." |
![]() 5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 160% Mag, 40% Wil 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 (+0 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Curse of Misfortune Bone Spear: Level 4.5 Pwr.cost 2 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 89.77 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% (180). 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. |
![]() 5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 130% Mag, 40% Wil 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 +24 (+2 eff.) Dmg.mod +20% darkness Phasing +12% ----- def ----- Defense +10 (+1 eff.) Shield.pwr +9% ---------- misc Mana/turn +0.20 Talents +1 Command Staff Curse of Corpses Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 6 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 battleaxe 2H weapon [Ego++] Nature/Master Power 45.5 - 68.2 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% While equipped: Stats +5 Dex +13 Wil +13 Con dps ---------- Phys.spd +10% Acc +16 (+3 eff.) ----- def ----- Max.HP +72.00 Curse of Shrouds Massive two-handed battleaxes. |
![]() 3.0 T3 mace 1H weapon [Ego+] Arcane/Psionic Power 28.5 - 39.9 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +6 cold On Hit: * 50% chance to put 1 talent on cooldown for 8 turns (checks Confusion immunity) Curse of Shrouds Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego++] Master/Psionic Power 27.0 - 37.8 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +8% physical Acc +10 (+2 eff.) Apr +9 Curse of Nightmares Blunt and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 8.5 - 9.4 Nature Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +11 (+1 eff.) Dmg.mod +9% darkness Res.pen +10% darkness ----- def ----- Resists +4% darkness Blind- +14% ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Cursed/Darkness Curse of Corpses 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. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 38.5 - 46.2 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +74 Melee+ +14 lightning On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Dex dps ---------- Phys.crit +6.0% Phys.pwr +8 (+0 eff.) Melee Ret 7 lightning ----- def ----- Armour +6 Fatigue +8% Resists +13% lightning ---------- misc Talents +1 Block Curse of Shrouds Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego] Master/Psionic When used to Attack: Power 27.5 - 33.0 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +83 While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 59 On Melee Ret: * 18% chance to reduce all saves and defense by 59 ----- def ----- Armour +6 Fatigue +8% Resists +21% cold ---------- misc Talents +1 Block Curse of Madness Handheld deflection devices. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Nature/Disrupt While equipped: Stats +2 Wil ----- def ----- Armour +8 Defense +3 (+0 eff.) Fatigue +12% Resists +26% blight +14% darkness +13% nature D.Red.from +9% Unnatural ---------- misc Light +1 Curse of Corpses A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +8 Defense +4 (+0 eff.) Fatigue +12% Max.HP +74.00 Curse of Corpses A suit of armour made of mail. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Ego++] Master/Psionic While equipped: Stats +4 Str +3 Cun +4 Con ----- def ----- Armour +16 Defense +7 (+1 eff.) Fatigue +22% Mind.save +15 (+2 eff.) Max.HP +45.00 Curse of Shrouds A suit of armour made of metal plates. |
![]() 2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +7 Defense +2 (+0 eff.) Resists +18% temporal +15% darkness +15% cold Def/telep +13 Res/telep +12% Dur/telep +20% Curse of Corpses Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 2 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+0 eff.) Spell.pwr +5 (+0 eff.) Mind.pwr +5 (+1 eff.) Curse of Corpses A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T3 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue -6% Phys.save +6 (+1 eff.) ---------- misc Max.enc +29 Curse of Corpses A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +3 Silence- +28% Confus- +34% Stun/Frz- +29% ---------- misc Stam/turn +0.60 Max.stam +17.00 Curse of Misfortune A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Master While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +9 (+0 eff.) Res.pen +10% physical Apr +7 ----- def ----- Armour +4 Fatigue +3% Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue -3% Phys.save +9 (+2 eff.) ---------- misc Max.enc +31 Stam/turn +0.50 Max.stam +25.00 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 head armor [Ego+] Arcane While equipped: Stats +3 Mag +1 Con dps ---------- Dmg.mod +10% arcane ----- def ----- Defense +2 (+0 eff.) Curse of Shrouds Arcane Eye: (Instant) Puts all charms on 2 cooldown Level 7.8 Pwr.cost 2 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 33 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% acid +21% blight Res.pen +25% light On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+0 eff.) Resists +22% acid +9% blight Curse of Corpses A pointy cloth hat, very wizardly... |
![]() 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 (+2 eff.) Spell.save +12 (+2 eff.) Mind.save +12 (+2 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Curse of Nightmares A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 0.0 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+0 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+0 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. Curse of Misfortune The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Curse of Misfortune Fearscape Shift: Level 3.5 Pwr.cost 5 out of 25/25. Range 6 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 89.42 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 89.42 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. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 15 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T1 trinket misc [Plot Item] Psionic While carried: dps ---------- Mind.pwr +15 (+2 eff.) ----- def ----- Resists +30% mind +8% physical Max.HP +40.00 A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. You find having the acorn helps to anchor your mind and prepare you for the trials ahead. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig Curse of Nightmares A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T3 digger tool [Ego+] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +10% mind +6% fire ----- def ----- Mind.save +5 (+1 eff.) While carried: ---------- misc Talents +1 Dig Curse of Nightmares Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 2 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 37 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. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+2 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance Curse of Misfortune This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Achievements
By Max the Halfling Wanderer level 36
25th Pyre 123rd year of Ascendancy at 16:10 see stats
By Max the Halfling Wanderer level 33
51st Regrowth 123rd year of Ascendancy at 14:54 see stats
By Max the Halfling Wanderer level 35
68th Regrowth 123rd year of Ascendancy at 02:08 see stats
By Max the Halfling Wanderer level 21
40th Haze 122nd year of Ascendancy at 08:29 see stats
By Max the Halfling Wanderer level 38
38th Pyre 123rd year of Ascendancy at 04:34 see stats
By Max the Halfling Wanderer level 33
50th Regrowth 123rd year of Ascendancy at 20:00 see stats
By Max the Halfling Wanderer level 17
31st Dusk 122nd year of Ascendancy at 02:09 see stats
By Max the Halfling Wanderer level 18
36th Dusk 122nd year of Ascendancy at 01:19 see stats
By Max the Halfling Wanderer level 18
40th Dusk 122nd year of Ascendancy at 08:52 see stats
By Max the Halfling Wanderer level 21
59th Dusk 122nd year of Ascendancy at 04:26 see stats
By Max the Halfling Wanderer level 10
1st Flare 122nd year of Ascendancy at 22:00 see stats
By Max the Halfling Wanderer level 20
56th Dusk 122nd year of Ascendancy at 00:14 see stats
By Max the Halfling Wanderer level 30
12nd Regrowth 123rd year of Ascendancy at 21:39 see stats
By Max the Halfling Wanderer level 10
3rd Flare 122nd year of Ascendancy at 14:08 see stats
By Max the Halfling Wanderer level 36
79th Regrowth 123rd year of Ascendancy at 17:20 see stats
By Max the Halfling Wanderer level 23
74th Haze 122nd year of Ascendancy at 22:54 see stats
By Max the Halfling Wanderer level 34
57th Regrowth 123rd year of Ascendancy at 08:59 see stats
By Max the Halfling Wanderer level 21
65th Dusk 122nd year of Ascendancy at 06:10 see stats
By Max the Halfling Wanderer level 30
12nd Regrowth 123rd year of Ascendancy at 23:15 see stats
By Max the Halfling Wanderer level 25
8th Allure 123rd year of Ascendancy at 12:14 see stats
By Max the Halfling Wanderer level 21
73rd Haze 122nd year of Ascendancy at 01:23 see stats
By Max the Halfling Wanderer level 38
38th Pyre 123rd year of Ascendancy at 09:44 see stats
By Max the Halfling Wanderer level 23
76th Haze 122nd year of Ascendancy at 22:43 see stats
By Max the Halfling Wanderer level 28
2nd Regrowth 123rd year of Ascendancy at 20:21 see stats
By Max the Halfling Wanderer level 23
76th Haze 122nd year of Ascendancy at 02:34 see stats
By Max the Halfling Wanderer level 25
8th Allure 123rd year of Ascendancy at 19:38 see stats
By Max the Halfling Wanderer level 15
28th Dusk 122nd year of Ascendancy at 16:31 see stats
By Max the Halfling Wanderer level 32
50th Regrowth 123rd year of Ascendancy at 00:13 see stats
Log
Armoured skeleton warrior uses Overpower.
Armoured skeleton warrior misses Max.
Max evades Armoured skeleton warrior.
Armoured skeleton warrior misses Max.
Armoured skeleton warrior is confused and fails to use Bone Armour.
Max is no longer attuned.
Max receives 1 healing from Unnatural Body.
Max performs a melee critical strike against Armoured skeleton warrior!
Armoured skeleton warrior suffers an unfortunate end.
The shield around armoured skeleton warrior crumbles.
Max surges with natural power!
Armoured skeleton warrior suffers an unfortunate end.
A shield forms around Max.
Max harrows armoured skeleton warrior!
Max's mind surges with critical power!
Max attunes to the damage.
Max performs a melee critical strike against Armoured skeleton warrior!
Max performs a melee critical strike against Armoured skeleton warrior!
Melee retaliation hits Max for (5 antimagic), 0 acid, (4 antimagic), 0 fire, (5 antimagic), 0 acid, (4 antimagic), 0 fire, (5 antimagic), 0 acid, (4 antimagic), 0 fire (0 total damage).
Elemental Surge hits Armoured skeleton warrior for 92 mind, 155 nature (247 total damage).
Elemental Surge hits Armoured skeleton warrior for 98 mind, 283 nature (381 total damage).
Max hits Armoured skeleton warrior for (152 absorbed), 0 mind, (260 absorbed), 150 nature (150 total damage).
Elemental Surge killed Armoured skeleton warrior!
Max killed Armoured skeleton warrior!
Talent Burning Sacrifice is ready to use.
Max receives 128 healing from Unnatural Body.
Saving game...
Saving done.