











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 | Adventurer |
| Level / Exp | 19 / 36% |
| Size | medium |
| Lifes / Deaths | Killed by Aerina the treant at level 12 on the 10th Mirth 122nd year of Ascendancy at 16:45 3 / 2Killed by Xarama the slumbering fox at level 17 on the 1st Dusk 122nd year of Ascendancy at 17:47 |
Primary Stats
| Strength | 17 (base 13) |
| Dexterity | 36 (base 29) |
| Constitution | 23 (base 12) |
| Magic | 52 (base 47) |
| Willpower | 20 (base 12) |
| Cunning | 23 (base 16) |
Resources
| Mana | 248/248 |
| Psi | 120/120 |
| Life | 450/450 |
| Positive | 84/84 |
| Stamina | 159/159 |
| Insanity | 0/100 |
| Healing Factor | 1.2099022211821 |
| Regeneration | 5.1420844400239 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 14 |
| Accuracy | 25 |
| Crit Chance | 14% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +9% |
| Acid | +6% |
| Light | +5% |
| Darkness | +3% |
| Mind | +3% |
| Lightning | +68% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +22% |
| Light | +20% |
| Physical | +10% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 18 (50.65183292883%) |
| Defense | 33 |
| Ranged Defense | 39 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 33 |
| Mental Save | 31 |
Defense: Resistances
| Blight | + 17%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 15%( 70%) |
| All | + 12%( 70%) |
| Lightning | + 50%( 70%) |
| Light | + 25%( 70%) |
| Temporal | + 22%( 70%) |
| Physical | + 18%( 70%) |
| Fire | + 15%( 70%) |
| Darkness | + 22%( 70%) |
Defense: Immunities
| Pinning Resistance | 57% |
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
| Stun Resistance | 49% |
| Disarm Resistance | 23% |
| Poison Resistance | 24% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 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 1018% for 10 turns (34 total) and instantly restoring 51 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic 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 43 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 469% 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 Cunning stat. |
Class Talents
| Technique / Magical combat | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Absorption | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
Effects
| talent | Arcane Combat |
| talent | Feather Wind |
| talent | Beyond the Flesh |
| talent | Chant of Fortress |
| talent | Kinetic Shield |
| beneficial effect | Has 8 throwing knives prepared: 8 KnivesRange: 6 Net Damage: 35 - 49 Accuracy: 40 (knife) APR: 10 Crit Chance: +17% Crit mult: 156% Uses Stats: 30% Wil, 42% Cun |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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 avoidance. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed honey tree root. | 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 |
Equipment
| Psionic focus | Sunrigor (118% power, 3 apr, lightning element)5.0 T2 staff 1H weapon [Random Unique] Arcane Power 119% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Cun dps ---------- Spell.crit +9% Spell.pwr +9 (+3 eff.) S.pwr/crit +4 Dmg.mod +19% lightning +3% mind Res.pen +10% light ----- def ----- Resists +6% light ---------- misc Psi/ret +0.04 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Light source | Isitira2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +6% blight Spell.save +3 (+1 eff.) Die.at -40.00 life Max.HP +43.00 Heal.mod +10% Silence- +20% ---------- 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. |
| On head | Thunderoblivion (0 def, 1 armour) =+15 elec respen=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Res.pen +15% lightning ----- def ----- Armour +1 Fatigue +1% Resists +3% fire +5% arcane +6% darkness Spell.save +12 (+6 eff.) ---------- misc Stam/ret +0.80 Equi/ret +0.70 A hat made of leather. Very stylish. |
| On feet | Xeruldaba the Starresolve (0 def, 3 armour) =+6 elec res +60 HP=3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +10% light ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +3% light +3% cold Spell.save +6 (+3 eff.) Max.HP +60.00 Knockbk- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Earusagund the steel torque of psionic shield [power 43] (25 cooldown) =+5 CON=2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +5 Con dps ---------- Phys.pwr +10 (+5 eff.) Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 22% for 2 turns. 100% to gain a 12% chance to evade weapon attacks for 2 turns. 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
| On fingers | warrior's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% lightning ----- def ----- Armour +6 Resists +22% lightning Rings make your fingers look great! |
| Around neck | wanderer's steel amulet of willpower (+3)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Dex +4 Wil +5 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
| In main hand | steel mace 'Zuregorain' (109% power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Master Power 109% Range: 1.4x Uses 60% Wil Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 temporal On Hit: * Create an explosion dealing 73 lightning damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Phys.pwr +5 (+3 eff.) Dmg.mod +7% lightning Res.pen +7% lightning ----- def ----- Resists +1% physical +5% temporal ---------- misc Stam/turn +1.00 Blunt and deadly. |
| On hands | Flamelore (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: dps ---------- Spell.crit +2% Spell.pwr +5 (+1 eff.) S.pwr/crit +2 Melee+ 7 light 8 darkness Dmg.mod +6% fire +5% light +3% darkness Acc +6 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +6% light +5% darkness Phys.save +6 (+3 eff.) Mind.save +7 (+4 eff.) Disarm- +23% ---------- misc Mana/turn +0.08 Unarmed combat: Power 118% Range: 1.4x Uses 24% Wil, 64% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +8 Apr +9 Crit +8.0% Atk.spd 83% On Hit: 20% Moonlight Ray 3 On Hit: 10% Perfect Control 3 On Hit: 20% Searing Light 3 On Hit: * 7% chance to reduce damage dealt by 13% Metal gloves protecting the hands up to the middle of the lower arm. |
| Around waist | Strikewill the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +6.00% Phys.pwr +3 (+2 eff.) Dmg.mod +21% lightning +6% fire Res.pen +10% mind A belt that goes around your waist. |
| Cloak | Hettiyadir the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Dex +4 Wil dps ---------- Res.pen +10% physical Apr +1 ----- def ----- Defense +7 (+3 eff.) Phys.save +9 (+4 eff.) ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Halydan (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +1 Cun +2 Con dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +10% lightning +9% nature +6% acid ----- def ----- Resists +15% lightning +9% all Mind.save +21 (+10 eff.) Poison- +24% Disease- +20% ---------- misc Hate/m.crit +1.00 Max.psi +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Alchemist's Helper0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Back Support0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss Tread0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
cruel ash magestaff of power (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +10.00% Spell.pwr +11 (+3 eff.) Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
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. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt 'Tempestmistress' =+15 elec res=1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+2 eff.) Melee Ret 4 lightning ----- def ----- Resists +12% darkness +15% lightning Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
linen cloak 'Murkgrit' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +3% darkness +6% blight ----- def ----- Defense +1 (+0 eff.) Spell.save +3 (+1 eff.) ---------- misc Equi/ret +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xerumille the Ashwill (8 def, 5 armour) =+4 STR=2.0 T1 cloth armor [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +9% fire Apr +2 ----- def ----- Armour +5 Defense +8 (+4 eff.) Resists +7% all Phys.save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Adithra (0 def, 1 armour) =+7 DEX +6 LCK +3 Light=2.0 T1 feet armor [Rare] Master While equipped: Stats +7 Dex +5 Mag +1 Cun +6 Lck ----- def ----- Armour +1 Stealth +6 ---------- misc Light +3 A pair of boots made of leather. |
Hazejam the pair of rough leather boots (10 def, 3 armour) =+5 CON=2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +6 Lck +5 Con dps ---------- On Hit (Melee): * 10% chance to slow global speed by 41% ----- def ----- Armour +3 Defense +10 (+5 eff.) Resists +3% cold Spell.save +3 (+1 eff.) Stealth +6 ---------- misc Stam/turn +2.00 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 92% Range: 1.1x Uses 24% Wil, 64% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
corrosive rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+3 eff.) Melee+ 5 acid Dmg.mod +3% acid ----- def ----- Armour +1 Resists +6% acid Unarmed combat: Power 101% Range: 1.1x Uses 24% Wil, 64% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +5 acid On Hit: 10% Corrosive Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Airtorrent the linen wizard hat (1 def, 0 armour) =+10 elec respen=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% nature +3% lightning Res.pen +10% lightning Melee Ret 8 lightning ----- def ----- Defense +1 (+0 eff.) Resists +15% nature ---------- misc Max.stam +30.00 Max.psi +40.00 A pointy cloth hat, very wizardly... |
Arodralar (26 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Defense +26 (+11 eff.) Resists +16% nature Phys.save +3 (+1 eff.) Spell.save +6 (+3 eff.) HP.reg +4.00 Knockbk- +10% A pointy cloth hat, very wizardly... |
rough leather armour 'Noonvortex' (3 def, 4 armour)9.0 T1 light armor [Rare] Nature While equipped: Stats +2 Dex ----- def ----- Armour +4 Defense +3 (+1 eff.) Fatigue +6% Resists +6% light +3% temporal Max.HP +33.00 HP.reg +3.40 Heal.mod +11% A suit of armour made of leather. |
3 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. |
162 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. |
Kindleraider (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str dps ---------- Dmg.mod +9% acid +3% light Acc +4 (+2 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 15 ----- def ----- Resists +3% mind +3% acid ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blacksear the brass lantern =+Def=2.0 T1 lite [Rare] Nature While equipped: Stats +2 Str dps ---------- Crit.mult +5.00% Res.pen +10% darkness ----- def ----- Defense +25 (+10 eff.) Max.HP +43.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Gluganor =+8 Light=2.0 T1 lite [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.crit +4.0% Acc +5 (+3 eff.) ----- def ----- Resists +2% physical ---------- misc Light +8 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. |
Vilejustice the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature ----- def ----- Resists +6% lightning +3% cold +3% nature Phys.save +15 (+7 eff.) Mind.save +6 (+3 eff.) Max.HP +44.00 Knockbk- +10% ---------- 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 +44.00 Heal.mod +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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 272/400 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. |
Branadar [power 116] (20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Str dps ---------- Acc +15 (+8 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +3% blight HP.reg +2.00 Cut- +20% Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By The Left Hand of Darkness the Cornac Adventurer level 10
4th Mirth 122nd year of Ascendancy at 04:40 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By The Left Hand of Darkness the Cornac Adventurer level 16
10th Flare 122nd year of Ascendancy at 06:52 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By The Left Hand of Darkness the Cornac Adventurer level 12
10th Mirth 122nd year of Ascendancy at 16:22 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By The Left Hand of Darkness the Cornac Adventurer level 7
79th Pyre 122nd year of Ascendancy at 03:38 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By The Left Hand of Darkness the Cornac Adventurer level 13
1st Flare 122nd year of Ascendancy at 11:36 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By The Left Hand of Darkness the Cornac Adventurer level 18
11st Dusk 122nd year of Ascendancy at 03:48 see stats
Log
Today is the 20th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:08.
Today is the 21st Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:21.
Ran for 7 turns (stop reason: hostile spotted to the south (adventurers party)).
Today is the 22nd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:48.
Today is the 23rd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:03.
There is a Last Hope (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
















































































