











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/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 Possessor Bonus Class 1.7.4Donators/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:
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 Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Writhing One |
| Level / Exp | 17 / 36% |
| Size | medium |
| Lifes / Deaths | Killed by Polymina the Blightborn at level 17 on the 21st Dusk 122nd year of Ascendancy at 10:15 / 2Killed by Polymina the Blightborn at level 17 on the 21st Dusk 122nd year of Ascendancy at 10:26 |
Primary Stats
| Strength | 18 (base 14) |
| Dexterity | 17 (base 10) |
| Constitution | 34 (base 32) |
| Magic | 46 (base 44) |
| Willpower | 17 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -17/484 |
| Insanity | 100/100 |
| Healing Factor | 1.375336564623 |
| Regeneration | 7.0829833078086 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 30 |
| Crit Chance | 2% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 15 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +7% |
| Light | +9% |
| Blight | +7% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +25% |
| Light | +10% |
| Blight | +5% |
| Arcane | +15% |
| Darkness | +25% |
Defense: Base
| Armour (hardiness) | 21 (35.65183292883%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 30 |
| Mental Save | 6 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Blight | + 7%( 70%) |
| Physical | + 16%( 70%) |
| Cold | + 36%( 70%) |
| All | + 3%( 70%) |
| Lightning | + 7%( 70%) |
| Light | + 7%( 70%) |
| Temporal | + 6%( 70%) |
| Mind | + 6%( 70%) |
| Darkness | + 9%( 70%) |
| Fire | + 41%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Silence Resistance | 21% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 228 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 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 7 turns. While Heroism is active, you will only die when reaching -412 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 824 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution 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 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Slow death | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you gained talent category Corruption / Curses (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed minotaur nose. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
Equipment
| On feet | traveler's pair of hardened leather boots of phasing (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Master While equipped: Stats +2 Mag +3 Wil ----- def ----- Armour +3 Fatigue -5% Phys.save +8 (+4 eff.) ---------- misc Max.enc +20 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
| Quiver | barbed pouch of steel shots of crippling (16/16, 26-31 power, 2 apr)3.0 T2 shot ammo [Ego++] Master Power 26.0 - 31.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +16.5% Capacity 16 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern 'Tegadan'2.0 T1 lite [Rare] Arcane While equipped: Stats +4 Dex +2 Wil dps ---------- Res.pen +5% blight Acc +5 (+2 eff.) Apr +1 Melee Ret 11 fire ----- def ----- Defense +5 (+2 eff.) Resists +6% fire ---------- 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 | aegis linen wizard hat of decomposition (1 def, 0 armour)2.0 T1 head armor [Ego++] Arcane While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +4% lightning +3% temporal +4% light +4% fire +4% nature +4% acid +4% blight +4% cold +3% darkness Shield.pwr +6% HP.reg +1.80 A pointy cloth hat, very wizardly... |
| Tool | Ebonywalker the ash wand of shielding [power 170] (16/20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% darkness Melee Ret 6 darkness On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% fire +3% nature +3% darkness Create a shield absorbing up to 180 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-7 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 6.07 You won the Ring of Blood trial, and this is your reward. |
| On fingers | Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +2 Wil +2 Con dps ---------- Dmg.mod +3% light +6% mind ----- def ----- Resists +3% mind Spell.save +12 (+6 eff.) Mind.save +4 (+4 eff.) Silence- +21% ---------- misc Mana/turn +0.10 Max.stam +12.00 Light +2 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around waist | Glugara the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: ----- def ----- Resists +12% acid +15% fire Crit.chn- 5.00% Phys.save +3 (+1 eff.) Spell.save +6 (+3 eff.) HP.reg +1.10 Heal.mod +19% Disarm- +20% A belt that goes around your waist. |
| In main hand | inquisitor's iron greatsword of massacre (28-45 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego+] Disrupt/Master Power 28.0 - 44.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Crit: * Deals 16 Manaburn damage and puts 1 random spell talent on cooldown for 2 turns (checks Confusion immunity) Massive two-handed swords. |
| On hands | spellstreaming dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +5 (+1 eff.) ----- def ----- Armour +2 Fatigue +3% ---------- misc Mana/turn +0.10 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. |
| Main armor | cured leather armour 'Obsidianbliss' (9 def, 10 armour)9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Dex dps ---------- Melee+ 5 fire Ranged+ 5 fire Dmg.mod +6% light Res.pen +25% darkness +10% light ----- def ----- Armour +10 Defense +9 (+4 eff.) Fatigue +7% Resists +11% fire +18% cold +13% physical Phys.save +7 (+3 eff.) A suit of armour made of leather. |
| Cloak | thick linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +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 | steel amulet 'Blazetorrent'0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% blight Res.pen +25% lightning +15% arcane Melee Ret 4 arcane On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 12 ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
Inventory
savage's copper ring of perseverance0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +1 Con ----- def ----- Spell.save +11 (+5 eff.) HP.reg +2.00 Stun/Frz- +21% ---------- misc Max.stam +10.00 Rings make your fingers look great! |
thought-forged iron battleaxe (12-18 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Psionic Power 12.0 - 18.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +10 mind On Hit: * 16% chance to reduce all saves and defense by 10 While equipped: Stats +2 Cun +2 Wil Massive two-handed battleaxes. |
Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 66.89 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
caustic elm longbow of true flight4.0 T1 longbow 2H weapon Reqs Shoot [Ego++] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Crit.r2 +9 acid +15 nature While equipped: dps ---------- Phys.crit +9.0% Res.pen +9% acid +9% nature Acc +9 (+4 eff.) Apr +9 Longbows are used to shoot arrows at your foes. |
Kindletrencher (13-18 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Psionic Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 darkness Against +5% Living On Crit.r2 +16 fire While equipped: dps ---------- Res.pen +25% fire +5% darkness +10% nature ----- def ----- Resists +6% fire Sharp, long, and deadly. |
balanced iron longsword of massacre (18-26 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Master Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +20% Sharp, long, and deadly. |
iron longsword (13-18 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
pair of rough leather boots of disengagement (0 def, 1 armour)2.0 T1 feet armor [Ego+] Master While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +1 Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Polewen the Filthnoon (0 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Dex +3 Cun +3 Con dps ---------- Dmg.mod +6% nature ----- def ----- Armour +6 Fatigue +3% Mind.save +8 (+8 eff.) Max.HP +50.00 ---------- misc Light +1 Infravis +2 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. |
Shimmerburst the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag +1 Wil +5 Cun dps ---------- Melee+ 7 darkness Dmg.mod +5% darkness Res.pen +5% lightning ----- def ----- Armour +2 Fatigue +3% Resists +7% darkness ---------- misc Light +3 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. |
cinder iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+3 eff.) Melee+ 6 fire Dmg.mod +4% fire ----- def ----- Armour +1 Fatigue +1% Resists +6% fire 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. |
Koraharaldil (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Mind.pwr +30 (+17 eff.) Dmg.mod +3% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Fatigue +1% Phys.save +12 (+6 eff.) ---------- misc Max.hate +2.00 Max.psi +10.00 A cap made of leather. |
iron helm of dexterity (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of the mountain (+11%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Defense +1 (+0 eff.) Resists +11% physical A pointy cloth hat, very wizardly... |
rough leather cap (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Robe of the Worm (Improved) (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Cosmetic Item] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 25.26 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Xerowen the Bloomrock (3 def, 2 armour)9.0 T1 light armor [Rare] Arcane While equipped: Stats +1 Dex +3 Wil +4 Cun +1 Con dps ---------- Res.pen +15% nature On Hit (Melee): * 20% chance to slow global speed by 35% ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +6% arcane Spell.save +11 (+5 eff.) A suit of armour made of leather. |
marauder's reinforced leather armour of clarity (19 def, 7 armour)9.0 T4 light armor [Ego+] Master/Psionic While equipped: Stats +3 Str +4 Dex ----- def ----- Armour +7 Defense +19 (+9 eff.) Fatigue +8% Resists +6% mind Phys.save +8 (+4 eff.) Mind.save +14 (+14 eff.) A suit of armour made of leather. |
rejuvenating cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% HP.reg +3.20 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
crackling iron shield (0 def, 2 armour, 17.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Dex dps ---------- Melee Ret 1 lightning ----- def ----- Armour +2 Fatigue +8% Resists +11% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced steel shield of cold resistance (+17%) (0 def, 5 armour, 68 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +5 Fatigue +8% Resists +17% cold ---------- misc Talents +1 Block Handheld deflection devices. |
5 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. |
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. |
3 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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
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.(64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +41.00 ---------- 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 216/400 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. |
soothing iron torque of mindblast [power 100] (16/15 cooldown)2.0 T1 torque charm [Ego+] Psionic Blast the opponent's mind dealing 106 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
2 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. |
Guneldir the ash wand of lightning storm [power 206] (16/15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +2 Wil ----- def ----- Armour +4 Silence- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Create a radius 3 storm for 5 turns. Each turn, creatures within take 41 lightning damage and will be dazed for 1 turn (206 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 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. |
6 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. |
3 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
Log
Blight Poison from Corrupted mastocytic feeder hits Polymina the Blightborn for (7 flat reduction), 0 blight (0 total damage).
Polymina the Blightborn is poisoned with insidious blight!!
Corrupted acidic digestor's acid area effect hits Lovecraft for 15 acid damage.
Corrupted acidic digestor's acid area effect hits Polymina the Blightborn for (6 flat reduction), 0 acid (0 total damage).
Corrupted acidic digestor's acid area effect hits Bloated ooze for 1 acid damage.
Corrupted mastocytic feeder's blight poison area effect hits Lovecraft for 13 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Polymina the Blightborn for (4 flat reduction), 0 blight (0 total damage).
Corrupted mastocytic feeder's blight poison area effect hits Bloated ooze for 1 blight damage.
Lovecraft's Shed Skin has been disrupted by anti-magic forces!
Lovecraft's Decayed Devourers has been disrupted by anti-magic forces!
Polymina the Blightborn throws two quick punches.
Polymina the Blightborn performs a melee critical strike against Lovecraft!
Melee retaliation hits Polymina the Blightborn for (1 flat reduction), 0 fire, (1 flat reduction), 0 darkness, (0 flat reduction), 0 arcane, (1 flat reduction), 0 fire, (1 flat reduction), 0 darkness, (0 flat reduction), 0 arcane (0 total damage).
Polymina the Blightborn hits Lovecraft for 87 physical, 4 fire, 3 fire, 64 physical, 4 fire (162 total damage).
Blight Poison from Corrupted mastocytic feeder hits Bloated ooze for 1 blight damage.
Insidious Blight from Corrupted mastocytic feeder hits Bloated ooze for 1 blight damage.
Talent Teleport: Kroshkkur is ready to use.
Talent Foul Convergence is ready to use.
Talent Worm that Walks is ready to use.
Insidious Blight from Corrupted mastocytic feeder hits Polymina the Blightborn for (4 flat reduction), 0 blight (0 total damage).
Insidious Blight from Corrupted mastocytic feeder hits Lovecraft for 13 blight damage.
Blight Poison from Corrupted mastocytic feeder hits Polymina the Blightborn for (7 flat reduction), 0 blight (0 total damage).
Corrupted mastocytic feeder's blight poison area effect hits Bloated ooze for 1 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Polymina the Blightborn for (4 flat reduction), 0 blight (0 total damage).
Corrupted acidic digestor's acid area effect hits Polymina the Blightborn for (6 flat reduction), 0 acid (0 total damage).
Corrupted acidic digestor's acid area effect hits Bloated ooze for 1 acid damage.
Burning from Polymina the Blightborn hits Lovecraft for 19 fire damage.
Lovecraft the level 17 cornac writhing one was toasted to death by Polymina the Blightborn on level 1 of inside a giant tentacle.
The victim in your stomach finally dies from the painful agony.




























































































