









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 24 / 12% |
| Size | medium |
| Lifes / Deaths | Killed by Bethobeth the blue crystal at level 14 on the 10th Dusk 122nd year of Ascendancy at 07:16 3 / 3Killed by Aktan the dwarf at level 17 on the 78th Dusk 122nd year of Ascendancy at 04:51 Killed by war hound (wild summon) at level 21 on the 50th Haze 122nd year of Ascendancy at 09:47 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 31 (base 13) |
| Constitution | 25 (base 10) |
| Magic | 75 (base 54) |
| Willpower | 46 (base 46) |
| Cunning | 27 (base 11) |
Resources
| Life | 523/523 |
| Mana | 226/226 |
| Paradox | 300 |
| Healing Factor | 1.2545178243369 |
| Regeneration | 6.5862185777686 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25.85179503776% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 41 |
| Crit Chance | 9% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 63 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +12% |
| Lightning | +13% |
| Light | +15% |
| Mind | +12% |
| Cold | +10% |
| Arcane | +42% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +50% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 20 (35.65183292883%) |
| Defense | 42 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 37 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 26%( 70%) |
| Arcane | + 28%( 70%) |
| All | + 12%( 70%) |
| Lightning | + 44%( 70%) |
| Light | + 22%( 70%) |
| Temporal | + 33%( 70%) |
| Darkness | + 24%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 19%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 22% |
| Teleport Resistance | 20% |
| Blind Resistance | 25% |
| Silence Resistance | 48% |
| Disarm Resistance | 34% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 44% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 521 damage for 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 95 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1081% for 10 turns (74 total) and instantly restoring 54 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 592% 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. |
Class Talents
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Spell / Divination | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Hurricane |
| talent | Tempest |
| talent | Phantasmal Shield |
| talent | Disruption Shield |
| talent | Feather Wind |
| talent | Shielding |
| talent | Arcane Power |
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 lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Precognition (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed green worm. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of hardened leather boots (0 def, 3 armour) =Sil 28, Conf 22, Stn 26=2.0 T3 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +3 Silence- +28% Confus- +22% Stun/Frz- +26% A pair of boots made of leather. |
| Light source | Blastbiter =+Spellpwr, +20 elec respe=2.0 T1 lite [Rare] Master While equipped: Stats +1 Mag dps ---------- Spell.pwr +15 (+4 eff.) S.pwr/crit +4 Res.pen +20% lightning ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | hardened leather cap 'Neromira' (0 def, 3 armour) =Elecres 16, HP 60, Sil 20=2.0 T3 head armor [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +18% lightning +3% fire +8% nature Spell.save +5 (+2 eff.) Max.HP +60.00 Heal.mod +13% Silence- +20% Teleport- +20% A cap made of leather. |
| Tool | Emalrathra the iron torque of psionic shield [power 25] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Str dps ---------- Phys.pwr +5 (+3 eff.) Apr +1 ----- def ----- Armour +6 Defense +30 (+10 eff.) ---------- misc Max.stam +10.00 Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold Prothotipe's Prismatic Eye ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Con +9 Mag dps ---------- Melee+ 18 light Ranged+ 19 light Dmg.mod +10% lightning +10% fire +15% light +10% cold ---------- misc Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Rings make your fingers look great! |
| On fingers | gold quartz ring0.1 T3 ring jewelry [Random Unique] Master While equipped: Stats +13 Dex +7 Cun dps ---------- Dmg.mod +12% mind Res.pen +10% lightning Acc +21 (+7 eff.) Melee Ret 6 lightning ----- def ----- Resists +18% lightning HP.reg +5.00 Stun/Frz- +66% Rings make your fingers look great! |
| Around waist | rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +7% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In main hand | blighted yew magestaff of channeling (120% power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +24 (+6 eff.) Dmg.mod +20% arcane ---------- misc Mana/turn +0.18 Vim/s.crit +2.00 Max.vim +10.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | Gloryrin (0 def, 8 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +5 Con dps ---------- Crit.mult +10.00% Mind.pwr +7 (+3 eff.) S.pwr/crit +4 Melee+ 40 mind 40 darkness On Hit (Melee): * 16% chance to reduce all saves and defense by 23 ----- def ----- Armour +8 Fatigue +5% Resists +3% acid Phys.save +18 (+9 eff.) Spell.save +7 (+3 eff.) Mind.save +8 (+4 eff.) Max.HP +51.00 Disarm- +34% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.vim +30.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +9 Cun +9 Mag dps ---------- Spell.crit +20% Spell.pwr +15 (+4 eff.) Dmg.mod +22% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
| Cloak | Adudalaith the Wildoracle (2 def, 0 armour) =+65 HP Light +2=2.0 T3 cloak armor [Rare] Nature While equipped: Stats +5 Dex +2 Mag +5 Con dps ---------- Dmg.mod +12% nature Acc +19 (+7 eff.) ----- def ----- Defense +2 (+0 eff.) Fatigue -6% Max.HP +65.00 ---------- misc Max.stam +18.00 Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Prismvenom0.1 T2 amulet jewelry [Random Unique] Nature While equipped: ----- def ----- Resists +9% blight +24% temporal +11% light +13% darkness Blind- +25% Pinning- +44% Knockbk- +44% ---------- misc Light +2 Amulets make your neck look great! |
Inventory
shatter afflictions rune of the sneak (absorb 103; cd 12)0.1 rune scroll [Ego] Arcane 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 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 103 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
wanderer's gold amulet of willpower (+5) =+5 DEX/CON=0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Dex +4 Wil +3 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 Disease- +15% ---------- misc Stam/turn +0.80 Amulets make your neck look great! It was changed by the digestive sack. |
gold ring 'Brodarahad'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Fatigue -6% Resists +3% physical ---------- misc Max.enc +26 Stam/turn +3.00 Max.stam +30.00 Rings make your fingers look great! |
elm magestaff (100% power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Normal] Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Iceknight the hardened leather belt =Silence +20%=1.0 T3 belt armor [Rare] Nature While equipped: ----- def ----- Armour +10 Resists +6% lightning +8% temporal +3% cold Crit.chn- 5.00% Die.at -20.00 life Silence- +20% Disarm- +20% A belt that goes around your waist. |
hardened leather belt 'Aerann' =HP 47, Die-60, Stn 10%=1.0 T3 belt armor [Rare] Nature While equipped: ----- def ----- Defense +10 (+3 eff.) Resists +9% blight Die.at -60.00 life Max.HP +47.00 Heal.mod +15% Stun/Frz- +10% Knockbk- +20% A belt that goes around your waist. |
Shockpiety the linen robe (0 def, 0 armour) =+15 elec respen=2.0 T1 cloth armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +11% mind Res.pen +10% mind +15% lightning ----- def ----- Resists +3% fire +11% mind +7% all ---------- misc Max.hate +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of lightning (+18%) (0 def, 0 armour) =+18 elec res=2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +18% lightning +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dourlash (0 def, 3 armour) =+5 DEX/CON +10 LCK=2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Dex +10 Lck +5 Con ----- def ----- Armour +3 Resists +12% lightning +5% arcane +9% darkness Stealth +7 ---------- misc See.Invis +15 A pair of boots made of leather. |
Hettichak (0 def, 1 armour) =+4 DEX=2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex dps ---------- Dmg.mod +6% arcane ----- def ----- Armour +1 Resists +5% arcane Spell.save +12 (+5 eff.) Stealth +6 ---------- misc Mana/turn +0.20 A pair of boots made of leather. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 75.25 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Baradin the linen wizard hat (1 def, 0 armour) =+5 dex=2.0 T1 head armor [Rare] Disrupt While equipped: Stats +5 Dex dps ---------- Res.pen +15% mind ----- def ----- Defense +1 (+0 eff.) Resists +6% nature +6% blight Phys.save +6 (+3 eff.) Die.at -40.00 life ---------- misc Max.stam +20.00 A pointy cloth hat, very wizardly... |
Betyrin the Brightstriker (0 def, 3 armour) =+9 elec dmg Light +3=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +12% light Res.pen +15% blight +5% light ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +5% temporal ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (0 def, 12 armour) =+3 CON +30 Stun%=3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Silabrebeth the linen wizard hat (1 def, 0 armour) =+10/15 elec dmg/res=2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Str +4 Dex +1 Wil dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +1 (+0 eff.) Resists +15% lightning Crit.chn- 5.00% ---------- misc Equi/ret +0.16 A pointy cloth hat, very wizardly... |
hardened leather cap 'Chillpulverizer' (0 def, 3 armour) =+7 STR +4 DEX=2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +7 Str +4 Dex dps ---------- Dmg.mod +6% cold ----- def ----- Armour +3 Fatigue +3% Resists +5% lightning +7% temporal +3% cold 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 35.5 Physical damage. If the attack hits, the target is confused (34% 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 cap made of leather. |
rejuvenating rough leather armour of lightning resistance (3 def, 2 armour) =+16 elec res=9.0 T1 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +16% lightning HP.reg +2.00 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
7 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. |
128 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. |
2 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
iron pickaxe 'Mayuda' (dig speed 38 turns) =+2 STR +6 CON=3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str +1 Dex +6 Con ----- def ----- Fatigue -4% ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
Void Star1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% cold +6% fire +6% arcane +6% lightning ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 35.01 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
alchemist's lamp 'Eremythel' =Light +9=1.0 T3 lite [Rare] Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +12% acid ----- def ----- Resists +20% blight ---------- misc Light +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +40.00 Heal.mod +11% ---------- 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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 240/400 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. |
Bleakrage the iron torque of clear mind [power 1] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% darkness +9% temporal Res.pen +5% light On Hit (Melee): * 10% chance to reduce damage dealt by 19% ----- def ----- Resists +9% temporal Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
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. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 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. |
5 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 (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By OK Beamer the Cornac Archmage level 13
6th Flare 122nd year of Ascendancy at 06:21 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By OK Beamer the Cornac Archmage level 10
3rd Mirth 122nd year of Ascendancy at 15:40 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By OK Beamer the Cornac Archmage level 20
22nd Haze 122nd year of Ascendancy at 03:19 see stats
Orbituary (Insane (Adventure) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By OK Beamer the Cornac Archmage level 3
75th Pyre 122nd year of Ascendancy at 18:23 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By OK Beamer the Cornac Archmage level 19
17th Haze 122nd year of Ascendancy at 18:34 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By OK Beamer the Cornac Archmage level 20
27th Haze 122nd year of Ascendancy at 13:35 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By OK Beamer the Cornac Archmage level 13
9th Mirth 122nd year of Ascendancy at 07:53 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By OK Beamer the Cornac Archmage level 17
1st Haze 122nd year of Ascendancy at 18:09 see stats
Log
You gain 12.33 gold from the transmogrification of Flashpeal (15/15, 120% power, 7 apr).
You gain 2.20 gold from the transmogrification of impenetrable dwarven-steel plate armour of clarity (0 def, 20 armour).
You gain 1.50 gold from the transmogrification of dwarven-steel plate armour (0 def, 11 armour).
You gain 4.23 gold from the transmogrification of hardened leather armour of Eyal (9 def, 6 armour).
You gain 5.31 gold from the transmogrification of radiant dwarven-steel mail armour of implacability (3 def, 13 armour).
You gain 1.37 gold from the transmogrification of grounding hardened leather cap of dexterity (+4) (0 def, 3 armour).
You gain 14.95 gold from the transmogrification of Zanerach the hardened leather cap (0 def, 3 armour).
You gain 15.45 gold from the transmogrification of Glintmoon the dwarven-steel helm (0 def, 8 armour).
You gain 4.24 gold from the transmogrification of psychic's dwarven-steel gauntlets of the juggernaut (0 def, 2 armour).
You gain 3.10 gold from the transmogrification of pair of hardened leather boots of disengagement (0 def, 3 armour).
You gain 0.70 gold from the transmogrification of grounding pair of hardened leather boots (0 def, 3 armour).
You gain 0.12 gold from the transmogrification of cashmere robe (0 def, 0 armour).
You gain 6.51 gold from the transmogrification of monstrous hardened leather belt.
You gain 1.61 gold from the transmogrification of insulating hardened leather belt of carrying.
You gain 11.64 gold from the transmogrification of hardened leather belt 'Scumhunt'.
You gain 1.94 gold from the transmogrification of slime-covered dwarven-steel waraxe of massacre (128% power, 4 apr).
You gain 4.62 gold from the transmogrification of plaguebringer's dwarven-steel waraxe (119% power, 4 apr).
You gain 5.68 gold from the transmogrification of yew starstaff of wizardry (120% power, 4 apr, darkness element).
You gain 5.81 gold from the transmogrification of potent yew magestaff of wizardry (127% power, 4 apr, arcane element).
You gain 2.77 gold from the transmogrification of dwarven-steel mace of vileness (132% power, 4 apr).
You gain 2.11 gold from the transmogrification of yew longbow of acid.
You gain 4.89 gold from the transmogrification of balanced dwarven-steel dagger of persecution (117% power, 7 apr).
You gain 1.18 gold from the transmogrification of healing infusion of the psychic (heal 155; cd 14).
There is a A mysterious hole in the beach here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.



































































































