









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Berserker |
| Level / Exp | 18 / 92% |
| Size | small |
| Lifes / Deaths | Killed by Subject Z at level 7 on the 1st Flare 122nd year of Ascendancy at 09:41 0 / 6Killed by Ememiwen the venom drake hatchling at level 8 on the 14th Dusk 122nd year of Ascendancy at 09:45 Killed by rattlesnake at level 8 on the 14th Dusk 122nd year of Ascendancy at 11:07 Killed by bee swarm at level 8 on the 15th Dusk 122nd year of Ascendancy at 12:43 Killed by worm that walks at level 18 on the 56th Haze 122nd year of Ascendancy at 08:52 Killed by worm that walks at level 18 on the 56th Haze 122nd year of Ascendancy at 09:55 |
Primary Stats
| Strength | 41 (base 39) |
| Dexterity | 14 (base 11) |
| Constitution | 42 (base 43) |
| Magic | 12 (base 10) |
| Willpower | 24 (base 10) |
| Cunning | 21 (base 10) |
Resources
| Life | 0/580 |
| Stamina | 131/186 |
| Healing Factor | 1.343988003127 |
| Regeneration | 0.33599700078168 |
Speed
| Mental | +6.6613381477509E-14% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 6 |
| See Stealth | 31.051968732286 |
| See Invisible | 31.051968732286 |
Offense: Mainhand
| Damage | 88 |
| Accuracy | 41 |
| Crit Chance | 15% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 42.08934837382 (81.151787968034%) |
| Defense | 9 |
| Ranged Defense | 9 |
| Fatigue | 13 |
| Physical Save | 29 |
| Spell Save | 12 |
| Mental Save | 20 |
Defense: Resistances
| Darkness | + 20%( 70%) |
| Light | + 20%( 70%) |
| Nature | + 19%( 70%) |
| Cold | + 21%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Confusion Resistance | 55% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
| Poison Resistance | 20% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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 |
Equipment
| On feet | miner's pair of rough leather boots of speed (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +3 other ------- Infravision +1 A pair of boots made of leather. |
| Light source | survivor's brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +6 (+3 eff.) Life +43.00 Healmod +11% other ------- 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 | miner's rough leather cap of constitution (+2) (0 def, 2 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Con defense ------ Armor +2 Fatigue +1% other ------- Infravision +1 A cap made of leather. |
| Tool | supercharged ash totem of healing [power 230] (3/17 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 230 Puts all charms on 17 turn cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | rogue's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+6 eff.) Rings make your fingers look great! |
| On fingers | titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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. |
| In main hand | arcing stralite battleaxe of massacre (62-92 power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Ego] Arcane/Master Weapon Damage 61.5 - 92.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed battleaxes. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
| Main armor | impenetrable dwarven-steel plate armour of resilience (0 def, 16 armour)17.0 Encumbrance T3 massive armor [Ego] Nature/Master While equipped: defense ------ Armor +16 Fatigue +22% Life +20.00 A suit of armour made of metal plates. |
| Cloak | thick linen cloak of the Shaloren (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +2 Wil defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starlit copper amulet of willpower (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil defense ------ Resistance +11% light +11% darkness Blind Resist +20% Amulets make your neck look great! |
Inventory
healing infusion of the wizard (heal 68; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 68 then cleanse 1 wound, poison, and disease effect. 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. |
movement infusion of the duelist (speed 442%; cd 17)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 442% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 203; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 203 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
psionicist's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+3 eff.) Rings make your fingers look great! |
arcing iron battleaxe (12-18 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Arcane Weapon Damage 12.0 - 18.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed battleaxes. |
acidic iron greatmaul of massacre (28-41 power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Arcane/Master Weapon Damage 27.5 - 41.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed mauls. |
iron greatmaul of projection (20-31 power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Ego+] Psionic Weapon Damage 20.5 - 30.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed mauls. |
acidic dwarven-steel greatsword of crippling (36-58 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego+] Arcane/Master Weapon Damage 36.5 - 58.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: offense ------ Physical Crit +10.0% Massive two-handed swords. |
acidic dwarven-steel greatsword of erosion (36-57 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego] Arcane/Nature Weapon Damage 35.5 - 56.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +10 nature On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed swords. |
chilling steel greatsword of amnesia (26-42 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Arcane/Psionic Weapon Damage 26.5 - 42.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +10 cold On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Massive two-handed swords. |
elemental steel greatsword of evisceration (23-37 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego++] Arcane/Master Weapon Damage 23.0 - 36.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Hit: * Create an explosion dealing 15 fire damage (1/turn) On Critical: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +10.0% Physical Power +9 (+3 eff.) Damage +10% fire Ignore resists +10% fire Massive two-handed swords. |
iron greatsword (17-27 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 17.0 - 27.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
Lisalravena4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Rare] Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On Hit: * 20 arcane resource burn While equipped: Stats +12 Con +9 Wil offense ------ Accuracy +5 (+2 eff.) defense ------ Resistance +12% light Life +29.00 other ------- Reload +1 Longbows are used to shoot arrows at your foes. |
mighty yew longbow of fire4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +12 fire While equipped: Stats +6 Str offense ------ Physical Power +12 (+4 eff.) Damage +21% fire Longbows are used to shoot arrows at your foes. |
runic ash longbow of enduring4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego++] Arcane/Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On Hit: 10% Arcane Vortex level 2 While equipped: Stats +3 Mag +8 Wil +11 Con offense ------ Spellpower +9 (+8 eff.) Damage +8% arcane defense ------ Life +15.00 Longbows are used to shoot arrows at your foes. |
chilling iron mace of phasing (13-18 power, 7 apr)3.0 Encumbrance T1 mace 1H weapon [Ego] Arcane Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +0.5% Attack Speed 100% Ignore Shields +11% On-hit +8 cold Blunt and deadly. |
Bloomsoul (8-9 power, 13 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +13 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) defense ------ Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Effective talent level: 1.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 19 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
cured leather sling4.0 Encumbrance T2 sling 1H weapon Reqs Dex 16 Shoot [Normal] Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 Slings are used to hurl stones or metal shots at your foes. |
Gleamsnake (20-28 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Rare] Master Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-crit, radius 2 +4 acid +12 physical While equipped: Stats +5 Dex offense ------ Damage +6% physical Ignore resists +10% light other ------- Light +3 One-handed war axes. |
flaming steel waraxe of paradox (14-19 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +6 temporal On-Hit, radius 1 +6 fire While equipped: defense ------ Resistance +5% temporal One-handed war axes. |
linen cloak of the Shaloren (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane While equipped: Stats +2 Mag +1 Wil defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Faladrakan the Jetmoon (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: offense ------ Ignore resists +20% acid When Hit 4 darkness On-Hit (Melee): * 10% chance to slow global speed by 41% defense ------ Resistance +11% blight +6% fire +9% all Life +51.00 Life Regen +1.50 Healmod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering cashmere robe of time (+10%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Arcane While equipped: offense ------ Damage +13% arcane +10% temporal defense ------ Resistance +11% all +10% temporal other ------- Max mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant linen robe of light (+16%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego+] Arcane/Nature While equipped: Stats +3 Con offense ------ Damage +6% nature +11% light defense ------ Resistance +16% light +7% all Poison Resist +20% Disease Resist +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eremumafang the rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +3 Dex offense ------ Damage +12% mind Ignore resists +5% mind Accuracy +12 (+4 eff.) defense ------ Armor +1 Resistance +15% mind Unarmed combat: Weapon Damage 6.5 - 7.2 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +1 Critical Rate +6.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Unarmed combat: Weapon Damage 6.0 - 6.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 100% On-hit +10 fire Damage Conversion 100% fire On Hit: 30% Flamespit level 3 Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 31.35 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Spellhunt Remnants (1 def, 2 armour)1.5 Encumbrance T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+2 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+1 eff.) Spell save +4 (+4 eff.) Life +20.00 Unarmed combat: Weapon Damage 13.0 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 83% On-hit +10 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +3 Str offense ------ Physical Power +7 (+2 eff.) defense ------ Armor +2 Fatigue +3% Unarmed combat: Weapon Damage 25.0 - 35.0 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
scouring dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego++] Disrupt While equipped: offense ------ Physical Power +6 (+2 eff.) Accuracy +6 (+2 eff.) Ignore Armor +5 When Hit: * 20 arcane resource burn defense ------ Armor +2 Fatigue +3% Resistance +5% blight Spell save +30 (+19 eff.) Unarmed combat: Weapon Damage 21.0 - 29.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +16 Critical Rate +8.0% Attack Speed 83% On Hit: * 11% chance to reduce armor by 17% * 16 arcane resource burn * 15% chance to slow global speed by 41% Metal gloves protecting the hands up to the middle of the lower arm. |
temporal iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 7 temporal On-Ranged-Hit 7 temporal Damage +5% temporal defense ------ Armor +1 Fatigue +1% Resistance +7% temporal Unarmed combat: Weapon Damage 10.0 - 14.0 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On Hit: * 6% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tempestshear the iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Rare] Disrupt While equipped: offense ------ Damage +9% lightning +9% cold Ignore resists +15% lightning +20% acid defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Resistance +12% blight +12% nature +12% lightning A suit of armour made of mail. |
enlightening steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego+] Psionic While equipped: Stats +5 Cun +4 Wil defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Mind save +12 (+6 eff.) A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
cured leather armour of acid resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Master While equipped: defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +7% Resistance +16% acid A suit of armour made of leather. |
cured leather armour of command (12 def, 8 armour)9.0 Encumbrance T2 light armor [Ego+] Psionic While equipped: Stats +2 Cun defense ------ Armor +8 Defense +12 (+11 eff.) Fatigue +7% Mind save +11 (+5 eff.) A suit of armour made of leather. |
duelist's hardened leather armour (13 def, 10 armour)9.0 Encumbrance T3 light armor [Ego+] Master While equipped: Stats +3 Cun +6 Dex defense ------ Armor +10 Defense +13 (+12 eff.) Fatigue +8% A suit of armour made of leather. |
impenetrable steel plate armour of temporal resistance (0 def, 15 armour)17.0 Encumbrance T2 massive armor [Ego] Arcane/Master While equipped: defense ------ Armor +15 Fatigue +22% Resistance +16% temporal A suit of armour made of metal plates. |
acidic steel shield of lightning resistance (+17%) (0 def, 4 armour, 18-22 power, 37.5 block)7.0 Encumbrance T2 shield armor [Ego] Nature/Master When used to Attack: Weapon Damage 18.0 - 21.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +38 On Hit: * 11% chance to reduce armor by 17% While equipped: offense ------ On-Hit 6 acid When Hit 3 acid defense ------ Armor +4 Fatigue +8% Resistance +17% lightning other ------- Talents +1 Block Handheld deflection devices. |
quiver of dragonbone arrows of daylight (17/19, 53-74 power, 18 apr)3.0 Encumbrance T5 arrow ammo Reqs Dex 48 [Ego] Arcane Weapon Damage 53.0 - 74.2 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +3.0% Capacity 19 On-ranged-hit +8 light Damage Against +20% Undead Arrows are used with bows to pierce your foes to death. |
self-loading quiver of yew arrows (22/24, 32-46 power, 10 apr)3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Ego] Arcane Weapon Damage 32.5 - 45.5 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 24 Auto Reload 3 Arrows are used with bows to pierce your foes to death. |
9 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
66 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul0.0 Encumbrance T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
10 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(75 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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 lantern2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +5 (+3 eff.) Healmod +11% other ------- 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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
focusing ash totem of stinging [power 182] (3/15 cooldown)2.0 Encumbrance T2 totem charm [Ego+] Nature Sting an enemy dealing 191 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
9 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Worm that walks HEALS from blight damage!
Ruin hits Worm that walks for 7 healing, 7 healing (0 total damage) [15 healing].
Worm that walks hits Angry Monkey for 5 physical, 6 blight, 17 blight, 6 fire, 3 physical, 17 blight (55 total damage).
Melee retaliation hits Worm that walks for 0 blight, 6 healing, 0 blight, 6 healing (0 total damage) [11 healing].
Bleeding from Angry Monkey hits Worm that walks for 11 physical damage.
Angry Monkey uses Stunning Blow.
Worm that walks resists the stunning blow!
Worm that walks resists the stunning blow!
Angry Monkey hits Something for 15 lightning damage.
Angry Monkey hits Worm that walks for 39 physical, 39 physical, 14 lightning (91 total damage).
Carrion worm mass's wormblight area effect hits Angry Monkey for 4 blight damage.
Worm that walks casts Drain.
Worm that walks's spell attains critical power!
Worm that walks HEALS from blight damage!
Ruin hits Worm that walks for 7 healing, 7 healing (0 total damage) [15 healing].
Worm that walks hits Angry Monkey for 216 blight, 3 blight, 6 blight, 17 blight, 6 fire, 2 blight, 17 blight, 73 lightning (340 total damage).
Melee retaliation hits Worm that walks for 0 blight, 6 healing, 0 blight, 6 healing (0 total damage) [11 healing].
Bleeding from Angry Monkey hits Worm that walks for 11 physical damage.
Angry Monkey uses Infusion: Wild.
Angry Monkey lessens the pain.
Angry Monkey uses Dominant Will.
Worm that walks is immune to instakill and mind control effects!
Angry Monkey wears (replacing Tooth of the Mouth (dig speed 12 turns)): supercharged ash totem of healing [power 230] (17 cooldown).
Carrion worm mass's wormblight area effect hits Angry Monkey for 3 blight damage.
Worm that walks casts Virulent Strike.
Ruin hits Worm that walks for 7 healing, 7 healing, 7 healing (0 total damage) [22 healing].
Worm that walks hits Angry Monkey for 7 physical, 6 blight, 17 blight, 6 fire, 5 physical, 17 blight, 3 blight, 6 blight, 17 blight (84 total damage).
Angry Monkey the level 18 yeek berserker was tainted to death by a worm that walks on level 3 of Old Forest.



































































































