











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Cornac |
| Class | Writhing One |
| Level / Exp | 28 / 16% |
| Size | medium |
| Lifes / Deaths | Killed by thief at level 6 on the 78th Pyre 122nd year of Ascendancy at 22:58 0 / 7Killed by Elakira the half formed drem at level 24 on the 6th Haze 122nd year of Ascendancy at 05:04 Killed by ghast at level 24 on the 6th Haze 122nd year of Ascendancy at 07:14 Killed by Celia at level 26 on the 38th Haze 122nd year of Ascendancy at 16:00 Killed by armoured skeleton warrior at level 26 on the 38th Haze 122nd year of Ascendancy at 17:24 Killed by worm that walks (servant of Andy) at level 26 on the 38th Haze 122nd year of Ascendancy at 18:36 Killed by Mad Archdruid at level 28 on the 1st Regrowth 123rd year of Ascendancy at 02:17 |
Primary Stats
| Strength | 46 (base 30) |
| Dexterity | 25 (base 13) |
| Constitution | 59 (base 51) |
| Magic | 68 (base 39) |
| Willpower | 21 (base 10) |
| Cunning | 35 (base 10) |
Resources
| Life | -123/774 |
| Insanity | 96/100 |
| Healing Factor | 1.4751133323992 |
| Regeneration | 13.644798324692 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +21.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 6 |
| See Stealth | 43.22431398015 |
| See Invisible | 43.22431398015 |
Offense: Mainhand
| Damage | 73 |
| Accuracy | 51 |
| Crit Chance | 16% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +4% |
| Arcane | +25% |
| Mind | +6% |
| All | 0% |
| Lightning | +25% |
| Temporal | +3% |
| Cold | +36% |
| Fire | +25% |
| Darkness | +4% |
Offense: Damage Penetration
| Lightning | +39% |
| Fire | +39% |
| Arcane | +39% |
| Cold | +39% |
| All | +14% |
Defense: Base
| Armour (hardiness) | 23 (44.574340358689%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 38 |
| Mental Save | 26 |
Defense: Resistances
| Cold | + 53%( 70%) |
| Acid | + 19%( 70%) |
| Nature | + 30%( 70%) |
| Temporal | + 19%( 70%) |
| Blight | + 32%( 70%) |
| Physical | + 25%( 70%) |
| Fire | + 24%( 70%) |
| All | + 12%( 70%) |
Defense: Immunities
| Stun Resistance | 53% |
| Silence Resistance | 29% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 23% |
Inscriptions (5/5)
| 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 96 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 5 light, 5 mind, 5 nature, 5 temporal |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 216 damage for 3 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 241.02 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Demented / Disfigured face | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Horrific body | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
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. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by cutpurse. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) | failed |
You failed to protect the lost warrior from death by multi-hued crystal. Escort: lost warrior (level 4 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)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 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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: 115. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed vial of wight ectoplasm. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed pouch of luminous horror dust. * You've found the needed chunk of ghoul flesh. | 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 |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Belema (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Phys.crit +4.0% Crit.mult +5.00% Phys.pwr +4 (+2 eff.) S.pwr/crit +6 Apr +5 ----- def ----- Armour +3 Spell.save +9 (+4 eff.) Silence- +29% Confus- +23% Stun/Frz- +33% Blink to a nearby random location (rad 8) Puts all charms on 18 cooldown A pair of boots made of leather. |
| Light source | 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 18 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 138.39 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 138.39 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | bladed hardened leather cap of strength (+9) (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +9 Str ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 96.7 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| Tool | Eilinymivea [power 194] (15 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 ----- def ----- Resists +3% blight Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 22% for 2 turns. 100% to gain a 10% chance to evade weapon attacks for 2 turns. 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | savior's steel ring of frost (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Phys.save +6 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +8 (+4 eff.) Rings make your fingers look great! |
| On fingers | Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Salerin the voratun longsword (40-56 power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Random Unique] Arcane/Master Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 blight On Hit.r1 +9 fire On Hit: * 18% chance to reduce strength, dexterity, and constitution by 26 While equipped: Stats +2 Cun +1 Str dps ---------- Dmg.mod +6% mind Res.pen +14% all Acc +17 (+6 eff.) Apr +10 ---------- misc Light +3 Infravis +2 Sharp, long, and deadly. |
| On hands | Toryleg the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Dex +2 Wil +7 Cun dps ---------- Mind.pwr +20 (+8 eff.) Melee+ 8 temporal Ranged+ 8 temporal Dmg.mod +3% temporal Acc +6 (+2 eff.) Apr +7 ----- def ----- Armour +2 Resists +8% temporal HP.reg +6.00 ---------- misc Stam/turn +0.80 Psi/ret +0.08 Max.stam +18.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | volcanic hardened leather armour of the deep (9 def, 15 armour)9.0 T3 light armor [Ego++] Nature While equipped: dps ---------- Melee+ 8 fire Ranged+ 6 fire ----- def ----- Armour +15 Defense +9 (+4 eff.) Fatigue +8% Resists +8% acid +13% fire +5% cold +15% physical ---------- misc Breathe water A suit of armour made of leather. |
| Cloak | Glowbliss (6 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Melee Ret 2 mind 2 light ----- def ----- Defense +6 (+3 eff.) Mind.save +6 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Equi/ret +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Gyssra the voratun amulet0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Str +7 Dex +5 Mag +10 Cun +8 Con dps ---------- Crit.mult +5.00% Spell.pwr +15 (+5 eff.) S.pwr/crit +4 Mov.spd +10% Melee Ret 6 blight ----- def ----- Fatigue -4% HP.reg +3.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +1.00 Mana/turn +0.31 Mana/s.crit +2.00 Max.mana +39.00 Amulets make your neck look great! |
Inventory
insulating steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% fire +12% cold 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 +7% physical ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
steel ring 'Emelanne'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+4 eff.) Resists +3% acid +12% temporal +3% light +3% blight +9% cold Spell.save +3 (+2 eff.) Rings make your fingers look great! |
Blood-Letter (33-46 power, 4.5 apr)3.0 T3 waraxe 1H weapon [Unique] Nature/Master Power 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
mindwoven Robe of the Worm of nature (+18%) (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +12% nature ----- def ----- Resists +18% nature +7% all Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering Robe of the Worm of light (+19%) (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Dmg.mod +11% arcane +13% light ----- def ----- Resists +19% light +7% all ---------- misc Max.mana +29.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
reinforced leather armour of cold resistance (12 def, 7 armour)9.0 T4 light armor [Ego] Master While equipped: ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Resists +20% cold A suit of armour made of leather. |
rejuvenating voratun mail armour of clarity (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego] Nature/Psionic While equipped: ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +7% mind Mind.save +10 (+5 eff.) HP.reg +4.50 ---------- misc Stam/turn +1.40 A suit of armour made of mail. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
pair of drakeskin leather boots 'Naturewild' (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Phys.crit +5.0% Phys.pwr +4 (+2 eff.) Spell.pwr +7 (+3 eff.) Dmg.mod +15% nature Res.pen +10% temporal Apr +7 ----- def ----- Armour +5 Resists +6% temporal Phys.save +9 (+4 eff.) Spell.save +12 (+5 eff.) Mind.save +11 (+6 eff.) A pair of boots made of leather. |
sand rough leather gloves (0 def, 6 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 5 physical Dmg.mod +4% physical ----- def ----- Armour +6 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. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
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. |
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. |
4 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 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 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. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
dwarven lantern 'Adyvena'1.0 T5 lite [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +12% blight +3% temporal Res.pen +10% all Apr +9 Melee Ret 21 fire 8 temporal On Hit (Melee): * 10% chance to reduce armor by 36% ----- def ----- Resists +3% temporal +8% fire ---------- misc Light +11 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 145 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. |
focusing elm wand of conjuration [power 105] (11 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 131 fire damage Puts all charms on 11 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Andy the Cornac Writhing One level 22
47th Dusk 122nd year of Ascendancy at 05:23 see stats
Exterminator
Killed 1000 creatures.By Andy the Cornac Writhing One level 18
11st Dusk 122nd year of Ascendancy at 00:21 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Andy the Cornac Writhing One level 21
13rd Dusk 122nd year of Ascendancy at 17:09 see stats
Level 10
Got a character to level 10.By Andy the Cornac Writhing One level 10
4th Mirth 122nd year of Ascendancy at 19:11 see stats
Level 20
Got a character to level 20.By Andy the Cornac Writhing One level 20
11st Dusk 122nd year of Ascendancy at 20:06 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Andy the Cornac Writhing One level 26
37th Haze 122nd year of Ascendancy at 06:10 see stats
Poisonous
Sided with the assassin lord.By Andy the Cornac Writhing One level 23
65th Dusk 122nd year of Ascendancy at 18:09 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Andy the Cornac Writhing One level 26
15th Haze 122nd year of Ascendancy at 17:01 see stats
Size matters
Did over 600 damage in one attack.By Andy the Cornac Writhing One level 22
34th Dusk 122nd year of Ascendancy at 18:10 see stats
That was close
Killed your target while having only 1 life left.By Andy the Cornac Writhing One level 24
6th Haze 122nd year of Ascendancy at 04:59 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Andy the Cornac Writhing One level 22
48th Dusk 122nd year of Ascendancy at 07:39 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Andy the Cornac Writhing One level 26
39th Haze 122nd year of Ascendancy at 01:14 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Andy the Cornac Writhing One level 20
12nd Dusk 122nd year of Ascendancy at 10:08 see stats
Log
Mad Archdruid's corrosive acid area effect hits Nerodathra of the Bunnypocalypse for 43 acid damage.
Mad Archdruid's corrosive acid area effect hits Zombie bunny for 43 acid damage.
Mad Archdruid's corrosive acid area effect hits Zombie bunny for 43 acid damage.
Mad Archdruid's corrosive acid area effect hits Zombie bunny for 43 acid damage.
Mad Archdruid's corrosive acid area effect hits Ritch flamespitter for 43 acid damage.
Mad Archdruid's corrosive acid area effect hits Zombie bunny for 43 acid damage.
Mad Archdruid's corrosive acid area effect hits Zombie bunny for 43 acid damage.
Mad Archdruid's corrosive acid area effect hits Zombie bunny for 32 acid damage.
Mad Archdruid's corrosive acid area effect hits Zombie bunny for 35 acid damage.
Mad Archdruid's corrosive acid area effect hits Zombie bunny for 33 acid damage.
Mad Archdruid's corrosive acid area effect hits Zombie bunny for 43 acid damage.
Mad Archdruid's corrosive acid area effect hits Zombie bunny for 43 acid damage.
Mad Archdruid's corrosive acid area effect hits Zombie bunny for 43 acid damage.
Mad Archdruid's impeding nature area effect hits Andy for 14 nature damage.
Andy fails to use Infusion: Regeneration.
Nerodathra of the Bunnypocalypse misses Andy.
Adyra of the Bunnypocalypse shoves Something aside.
Zombie bunny hits Andy for 51 physical damage.
Zombie bunny hits Andy for 51 physical damage.
Melee retaliation hits Zombie bunny for 0 fire, 1 cold, 1 lightning, 1 arcane, 1 fire, 2 cold, 2 lightning, 2 arcane, 0 fire, 0 cold, 0 lightning, 0 arcane (13 total damage).
Melee retaliation hits Zombie bunny for 1 fire, 1 cold, 1 lightning, 1 arcane, 2 fire, 2 cold, 1 lightning, 1 arcane, 0 fire, 1 cold, 1 lightning, 0 arcane (12 total damage).
Mad druid is no longer resonating.
Elira of the Bunnypocalypse misses Andy.
Mad druid misses Andy.
Melee retaliation hits Mad druid for 1 fire, 1 cold, 1 lightning, 1 arcane, 3 fire, 3 cold, 1 lightning, 2 arcane, 0 fire, 0 cold, 0 lightning, 0 arcane (12 total damage).
Mad druid hits Andy for 12 nature damage.
Mad Archdruid misses Andy.
Mad Archdruid hits Andy for 14 nature, 5 physical, 6 mind (25 total damage).
Melee retaliation hits Mad Archdruid for 0 fire, 0 cold, 1 lightning, 0 arcane, 1 fire, 2 cold, 2 lightning, 1 arcane, 0 fire, 0 cold, 0 lightning, 0 arcane (9 total damage).
Andy the level 28 cornac writhing one was mentally tortured to death by a Mad Archdruid on level 2 of Pikataclysm.















































































