












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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 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: 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:
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:
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 | Ogre |
| Class | Writhing One |
| Level / Exp | 23 / 30% |
| Size | huge |
| Lifes / Deaths | Killed by Weirdling Beast at level 16 on the 5th Haze 122nd year of Ascendancy at 22:13 0 / 5Killed by Andinre the halfling at level 18 on the 32nd Haze 122nd year of Ascendancy at 13:45 Killed by Moving steel dagger of rage at level 19 on the 51st Haze 122nd year of Ascendancy at 04:06 Killed by Poltergeist Rhurerin the steel greatmaul at level 19 on the 51st Haze 122nd year of Ascendancy at 08:01 Killed by Slamrel the halfling at level 22 on the 3rd Regrowth 123rd year of Ascendancy at 16:19 |
Primary Stats
| Strength | 53 (base 30) |
| Dexterity | 19 (base 10) |
| Constitution | 59 (base 44) |
| Magic | 60 (base 34) |
| Willpower | 21 (base 10) |
| Cunning | 28 (base 13) |
Resources
| Life | 880/880 |
| Insanity | 0/100 |
| Healing Factor | 1.3251133323992 |
| Regeneration | 0.33127833309981 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +62.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 31.051968732286 |
| See Invisible | 43.051968732286 |
Offense: Mainhand
| Damage | 98 |
| Accuracy | 40 |
| Crit Chance | 15% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +18% |
| Fire | +3% |
| Temporal | +6% |
| Blight | +28% |
| Arcane | +12% |
| Cold | +21% |
| All | 0% |
Offense: Damage Penetration
| Acid | +27% |
| Lightning | +28% |
| Darkness | +22% |
| Physical | +17% |
| Cold | +33% |
| All | +12% |
Defense: Base
| Armour (hardiness) | 13 (30%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 13 |
| Physical Save | 48 |
| Spell Save | 41 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 39%( 70%) |
| Blight | + 25%( 70%) |
| Cold | + 34%( 70%) |
| All | + 12%( 70%) |
| Lightning | + 20%( 70%) |
| Temporal | + 15%( 70%) |
| Mind | + 15%( 70%) |
| Darkness | + 25%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Stun Resistance | 45% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 22% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 580% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 161 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -477 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 477 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 164 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Demented / Disfigured face | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Vile life | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Chaos Orbs |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the temporal explorer from death by giant venus flytrap. Escort: temporal explorer (level 4 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
Equipment
| On feet | Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 34% (based on Cunning). Uses 40 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | brass lantern 'Pitchstar'2.0 T1 lite [Rare] Master While equipped: Stats +3 Str +1 Dex dps ---------- Dmg.mod +3% darkness ----- def ----- Resists +3% mind +3% temporal Mind.save +3 (+1 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Gunehir the Burnwolf (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Str +4 Dex +5 Mag +5 Wil +1 Con dps ---------- Spell.crit +2% Dmg.mod +13% blight +6% temporal +12% arcane +3% fire ----- def ----- Armour +4 Fatigue +4% ---------- misc See.Invis +12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | dwarven-steel pickaxe 'Hazesting' (dig speed 22 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +6% cold Res.pen +15% acid On Hit (Melee): * 20% chance to reduce armor by 34% ----- def ----- Resists +15% acid Phys.save +9 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+4 eff.) Max.HP +57.00 ---------- misc Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | conjurer's steel ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.22 cold and 10.10 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 48 power out of 60/60 This azure ring seems to be always moist to the touch. |
| Around waist | rough leather belt 'Dredunador'1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.crit +2.0% Phys.pwr +2 (+0 eff.) ----- def ----- Defense +15 (+5 eff.) Spell.save +5 (+1 eff.) ---------- misc Infravis +1 Size +1 A belt that goes around your waist. |
| In main hand | voratun longsword 'Amilevor' (42-59 power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Nature/Master Power 42.0 - 58.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 nature On Crit.r2 +32 lightning +45 cold While equipped: dps ---------- Phys.crit +3.0% Mov.spd +40% Res.pen +16% lightning +21% cold +12% all Acc +8 (+2 eff.) Apr +11 ----- def ----- Armour +2 Defense +25 (+9 eff.) Sharp, long, and deadly. |
| On hands | Jetbane the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Wil +3 Con dps ---------- Crit.mult +10.00% Phys.pwr +15 (+4 eff.) Res.pen +10% darkness +5% physical Apr +2 ----- def ----- Armour +2 Phys.save +13 (+4 eff.) Spell.save +7 (+2 eff.) Mind.save +5 (+2 eff.) Die.at -80.00 life Disarm- +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 24 cooldown Level 2.0 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Armigen (11 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: Stats +7 Str +5 Dex dps ---------- Crit.mult +10.00% Phys.pwr +5 (+1 eff.) Apr +3 On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 24 ----- def ----- Armour +4 Defense +11 (+4 eff.) Fatigue +7% Phys.save +9 (+3 eff.) Mind.save +6 (+3 eff.) Die.at -40.00 life A suit of armour made of leather. |
| Cloak | Hathurasta the Arcbright (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Str +5 Con dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +9% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Inventory
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
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. |
cleansing copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Con ----- def ----- Resists +11% nature +13% blight Poison- +20% Disease- +22% Amulets make your neck look great! |
warrior's steel amulet of constitution (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Rings make your fingers look great! |
arcing steel longsword of amnesia (16-22 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Arcane/Psionic Power 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * 25% chance for lightning to strike from the target to a second target dealing 79 damage Sharp, long, and deadly. |
Cyrodarin the Galewither (14-20 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Master Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +3 Str +2 Mag +2 Cun dps ---------- Mind.crit +4% Dmg.mod +6% physical Acc +6 (+2 eff.) ----- def ----- Resists +3% lightning Crit.chn- 15.00% ---------- misc Hate/m.crit +2.00 Blunt and deadly. |
acidic iron mace of massacre (19-27 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Arcane/Master Power 19.0 - 26.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 132 damage over 5 turns and reducing armor and accuracy by 17 Blunt and deadly. |
surging ash magestaff of greater warding (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) S.pwr/crit +3 Dmg.mod +15% arcane ----- def ----- Armour +7 Defense +7 (+3 eff.) ---------- misc Wards +3 arcane Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced steel waraxe of enduring (12-17 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Nature/Master Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +5 Con +6 Wil dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Max.HP +19.00 Disarm- +25% One-handed war axes. |
dwarven-steel waraxe 'Xanama' (18-25 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Dex +4 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +9% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 15 ----- def ----- Resists +6% nature +6% fire Crit.chn- 15.00% Disarm- +19% One-handed war axes. |
thought-forged steel waraxe of dampening (14-19 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Disrupt/Psionic Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +9 mind On Hit: * 10% chance to reduce all saves and defense by 15 While equipped: Stats +3 Cun +2 Wil ----- def ----- Resists +7% acid +7% lightning +8% fire +9% cold +3% all Spell.save +6 (+2 eff.) One-handed war axes. |
Unlightglean1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +5.00% Dmg.mod +6% darkness +6% physical Res.pen +10% fire Apr +4 ----- def ----- Defense +10 (+4 eff.) Stealth +7 A belt that goes around your waist. |
linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blazegrinder the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +4 Cun +1 Str dps ---------- Spell.pwr +4 (+2 eff.) Res.pen +5% lightning Melee Ret 4 lightning ----- def ----- Armour +1 Resists +3% mind A pair of boots made of leather. |
traveler's pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue -2% Phys.save +5 (+2 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 20 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 173.94 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
brawler's hardened leather gloves of spellstriking (0 def, 2 armour)1.0 T2 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +2 Dex +5 Mag +5 Wil +3 Cun dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 4 arcane Dmg.mod +4% arcane ----- def ----- Armour +2 Resists +5% arcane Phys.save +7 (+2 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady iron gauntlets of strength (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Acc +5 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Poruta the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Spell.crit +7% Spell.pwr +4 (+2 eff.) Dmg.mod +3% acid Res.pen +10% blight On Hit (Melee): * 10% chance to reduce armor by 34% * 10% chance to reduce strength, dexterity, and constitution by 24 ----- def ----- Defense +2 (+1 eff.) ---------- misc Mana/turn +0.10 Max.vim +40.00 A pointy cloth hat, very wizardly... |
Belibrevea (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +15 Cun +5 Wil dps ---------- Mind.pwr +15 (+8 eff.) ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Mind.save +15 (+7 eff.) ---------- misc Hate/m.crit +1.00 A suit of armour made of mail. |
impenetrable iron mail armour of fire resistance (2 def, 9 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +9 Defense +2 (+1 eff.) Fatigue +12% Resists +15% fire A suit of armour made of mail. |
hardened leather armour 'Ulerek' (18 def, 8 armour)9.0 T3 light armor [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 15 ----- def ----- Armour +8 Defense +18 (+6 eff.) Fatigue +8% Resists +5% arcane +9% temporal Die.at -60.00 life A suit of armour made of leather. |
Corpseoracle the steel plate armour (0 def, 17 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Dmg.mod +3% light +3% nature Res.pen +5% nature ----- def ----- Armour +17 Fatigue +17% Resists +7% acid +6% cold +6% nature +19% temporal Phys.save +6 (+2 eff.) ---------- misc Breathe water A suit of armour made of metal plates. |
searing steel plate armour of stability (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 9 acid 12 fire Melee Ret 9 acid 10 fire ----- def ----- Armour +9 Fatigue +22% Resists +14% acid +10% fire +5% physical Phys.save +12 (+4 eff.) A suit of armour made of metal plates. |
8 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. |
149 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. |
9 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. |
10 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven dwarven-steel pickaxe (dig speed 22 turns)3.0 T3 digger tool [Ego+] Nature While equipped: Stats +2 Str ----- def ----- Phys.save +5 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +7 (+3 eff.) Max.HP +40.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 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. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(71 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 8 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 137.08 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
7 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 (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 162 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
10 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. |
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. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Alatoride the Ogre Writhing One level 22
14th Regrowth 123rd year of Ascendancy at 22:13 see stats
Bringer of Doom
Killed a Bringer of Doom.By Alatoride the Ogre Writhing One level 14
2nd Haze 122nd year of Ascendancy at 03:15 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Alatoride the Ogre Writhing One level 18
30th Haze 122nd year of Ascendancy at 16:58 see stats
Exterminator
Killed 1000 creatures.By Alatoride the Ogre Writhing One level 18
32nd Haze 122nd year of Ascendancy at 13:42 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Alatoride the Ogre Writhing One level 16
6th Haze 122nd year of Ascendancy at 02:48 see stats
Level 10
Got a character to level 10.By Alatoride the Ogre Writhing One level 10
7th Mirth 122nd year of Ascendancy at 13:46 see stats
Level 20
Got a character to level 20.By Alatoride the Ogre Writhing One level 20
52nd Haze 122nd year of Ascendancy at 23:00 see stats
Size matters
Did over 600 damage in one attack.By Alatoride the Ogre Writhing One level 20
61st Haze 122nd year of Ascendancy at 02:26 see stats
That was close
Killed your target while having only 1 life left.By Alatoride the Ogre Writhing One level 18
32nd Haze 122nd year of Ascendancy at 13:42 see stats
The Arena
Unlocked Arena mode.By Alatoride the Ogre Writhing One level 13
79th Dusk 122nd year of Ascendancy at 11:14 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Alatoride the Ogre Writhing One level 20
78th Haze 122nd year of Ascendancy at 02:19 see stats
The secret city
Discovered the truth about mages.By Alatoride the Ogre Writhing One level 10
46th Dusk 122nd year of Ascendancy at 19:21 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Alatoride the Ogre Writhing One level 19
51st Haze 122nd year of Ascendancy at 09:38 see stats
Log
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Saving done.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Bought: heroism infusion of the wizard (die at -477; dur 6; cd 27) for 138.07 gold.
Bought: movement infusion of the wizard (speed 580%; cd 14) for 56.63 gold.
You have no more inscription slots.
You are now inscribed with Infusion: Heroism.
You have no more inscription slots.
You are now inscribed with Infusion: Movement.
Resting starts...
Talent Infusion: Movement is ready to use.
Talent Infusion: Heroism is ready to use.
Rested for 27 turns (stop reason: all resources and life at maximum).
Saving game...
Saving done.




































































































