











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! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Insane Adventure |
| Sex | Female |
| Race | Ogre |
| Class | Writhing One |
| Level / Exp | 19 / 97% |
| Size | huge |
| Lifes / Deaths | Killed by worm that walks (servant of Writherella) at level 10 on the 4th Haze 122nd year of Ascendancy at 15:28 0 / 6Killed by Betebreba the brown bear at level 12 on the 8th Haze 122nd year of Ascendancy at 03:17 Killed by Aerylaith the multi-hued crystal at level 12 on the 8th Haze 122nd year of Ascendancy at 13:45 Killed by Neradatta the white worm mass at level 12 on the 8th Haze 122nd year of Ascendancy at 15:05 Killed by Adorin the dreaming giant venus flytrap at level 16 on the 22nd Haze 122nd year of Ascendancy at 22:57 Killed by worm that walks (servant of Writherella) at level 19 on the 48th Haze 122nd year of Ascendancy at 01:13 |
Primary Stats
| Strength | 42 (base 27) |
| Dexterity | 18 (base 10) |
| Constitution | 26 (base 22) |
| Magic | 72 (base 47) |
| Willpower | 24 (base 10) |
| Cunning | 15 (base 10) |
Resources
| Life | -96/616 |
| Insanity | 57/100 |
| Healing Factor | 1.3016586254954 |
| Regeneration | 5.5320491583554 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +47.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 21.08893205365 |
| See Invisible | 21.08893205365 |
Offense: Mainhand
| Damage | 74 |
| Accuracy | 44 |
| Crit Chance | 5% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 57 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +4% |
| Light | +21% |
| Blight | +4% |
| Physical | +3% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Cold | +10% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 23.551211628464 (73.607947236566%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 27 |
| Physical Save | 27 |
| Spell Save | 43 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Lightning | + 15%( 70%) |
| Light | + 26%( 70%) |
| Temporal | + 12%( 70%) |
| Blight | + 6%( 70%) |
| Physical | + 8%( 70%) |
| Fire | + 9%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 20% |
| Teleport Resistance | 10% |
| Instadeath Resistance | 100% |
| Poison Resistance | 40% |
| Disarm Resistance | 32% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 568 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 79 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 Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Magic stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Disfigured face | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 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. | done |
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 grave | active |
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 failed to protect the injured seer from death by Eluwyn the giant black ant. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | 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 have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' 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 black mamba head. * You've found the needed giant spider spinneret. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed sandworm tooth. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | 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 within | active |
Equipment
| On feet | stealthy pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: Stats +6 Lck +3 Dex dps ---------- Mov.spd +25% ----- def ----- Armour +1 Stealth +6 A pair of boots made of leather. |
| Light source | Flamesnake2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% cold ----- def ----- Defense +7 (+2 eff.) Resists +3% temporal +6% fire Phys.save +11 (+6 eff.) Spell.save +11 (+4 eff.) Mind.save +11 (+6 eff.) Max.HP +20.00 ---------- 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. |
| On head | Skytaint the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +1 Mag +2 Con dps ---------- Phys.pwr +3 (+1 eff.) Spell.pwr +20 (+6 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning ---------- misc Max.mana +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | iron torque of gale force [power 105] (9/15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 108 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Belitta0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +5 Str +2 Wil dps ---------- Dmg.mod +12% light ----- def ----- Resists +24% light +3% blight Crit.chn- 15.00% ---------- misc Max.hate +2.00 Rings make your fingers look great! |
| On fingers | steel ring 'Frostpride'0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Mag +5 Wil +3 Cun dps ---------- Spell.pwr +5 (+2 eff.) Res.pen +10% cold Acc +7 (+2 eff.) Apr +9 Melee Ret 6 acid On Hit (Melee): * 10% chance to reduce armor by 37% ----- def ----- Defense +13 (+4 eff.) Resists +6% acid Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 93% 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. Rings make your fingers look great! |
| Around waist | grounding rough leather belt of the giants1.0 T1 belt armor [Ego] Nature/Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Resists +6% lightning +6% temporal Spell.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | Bill's Tree Trunk (136% power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
| On hands | hardened leather gloves 'Prismtrencher' (25 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Str +4 Wil +2 Con dps ---------- Dmg.mod +9% light ----- def ----- Armour +2 Defense +25 (+8 eff.) Crit.chn- 15.00% Poison- +20% Disarm- +32% ---------- misc Masteries +0.20 Technique/Grappling 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. |
| Main armor | Ragodorak the steel plate armour (25 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Nature While equipped: ----- def ----- Armour +9 Defense +25 (+8 eff.) Fatigue +22% Max.HP +30.00 HP.reg +4.00 Heal.mod +17% Poison- +20% Confus- +20% Teleport- +10% A suit of armour made of metal plates. |
| Cloak | Hettedur the Duskwill (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +3% physical Res.pen +10% darkness ----- def ----- Defense +1 (+0 eff.) Resists +5% physical Mind.save +6 (+3 eff.) Die.at -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Emetta0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +2 Str +6 Dex +3 Mag +3 Wil dps ---------- Mind.pwr +10 (+5 eff.) Acc +10 (+3 eff.) ----- def ----- Mind.save +6 (+3 eff.) Amulets make your neck look great! |
Inventory
movement infusion of the wizard (speed 772%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 772% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 37%; physical; dur 3; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 37% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
enraging copper amulet0.1 T1 amulet jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Phys.spd +10% Dmg.mod +6% physical Amulets make your neck look great! |
stabilizing steel amulet of mastery (0.16 Demented / Friend of the worm)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +15% temporal Pinning- +20% Knockbk- +20% ---------- misc Masteries +0.16 Demented/Friend of the worm Amulets make your neck look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
arcing steel mace of massacre (123% power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane/Master Power 123% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 96 damage Blunt and deadly. |
Emumina1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +5 Wil dps ---------- Crit.mult +5.00% Res.pen +5% arcane Against +16% Summoned Melee Ret 2 arcane ----- def ----- D.Red.from +16% Summoned ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt 'Layobrewyn'1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Defense +5 (+2 eff.) Resists +9% darkness Phys.save +6 (+3 eff.) Confus- +10% A belt that goes around your waist. |
Alorak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +14% cold +3% light +6% temporal Knockbk- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpentine Cloak (20 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+7 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
Ulfugund the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Wil +2 Cun +1 Con ----- def ----- Defense +1 (+0 eff.) Resists +3% light +3% blight Spell.save +12 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Glacierreek' (16 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% ----- def ----- Defense +16 (+5 eff.) Resists +9% cold Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nerudhetira the Pitchblur (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Dmg.mod +13% light +12% arcane Melee Ret 4 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 15% ----- def ----- Resists +6% mind +19% light +9% all Mind.save +15 (+8 eff.) ---------- misc Max.mana +26.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven Rags of the Sanctuary of life (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) ----- def ----- Resists +5% blight +7% all Mind.save +16 (+8 eff.) Max.HP +44.00 HP.reg +1.60 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Poresemira the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +5 (+2 eff.) ----- def ----- Armour +1 Resists +3% mind Spell.save +3 (+1 eff.) Silence- +22% Confus- +20% Stun/Frz- +22% ---------- misc Mana/turn +0.08 A pair of boots made of leather. |
pair of rough leather boots 'Ulfurig' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Res.pen +5% mind On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Resists +6% lightning +6% temporal Mind.save +18 (+9 eff.) A pair of boots made of leather. |
hardened leather gloves 'Charworm' (0 def, 7 armour)1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil dps ---------- Melee+ 7 physical 7 fire Dmg.mod +4% fire +5% physical Res.pen +10% fire Acc +13 (+4 eff.) ----- def ----- Armour +7 Resists +12% fire ---------- misc Hate/m.crit +1.00 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. |
hardened leather gloves 'Winterbolt' (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Melee+ 9 darkness Dmg.mod +3% darkness Res.pen +20% cold ----- def ----- Armour +2 Resists +9% darkness +3% temporal HP.reg +4.00 ---------- misc Stam/turn +1.60 Max.stam +22.00 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. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 26.61 to 79.84 lightning damage (53.22 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Coral Spray (8 def, 8 armour, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
9 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. |
358 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. |
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. |
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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Puscrypt2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% temporal +3% nature +6% cold Melee Ret 2 nature 2 cold ----- def ----- Max.HP +40.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- 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. |
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.(75 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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 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. |
Breezerupture the ash totem of thorny skin [power 27] (9/20 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% mind ----- def ----- Resists +3% nature +6% mind Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase all damage by 12% for 2 turns. 100% to gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Morningraider the ash totem of healing [power 182] (9/15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% light Res.pen +5% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +1 Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to gain a 14% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
Silomira the Duskclash [power 122] (9/20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% cold Res.pen +10% darkness +5% cold ----- def ----- Resists +6% mind Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 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. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Writherella the Ogre Writhing One level 10
3rd Haze 122nd year of Ascendancy at 10:40 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Writherella the Ogre Writhing One level 17
23rd Haze 122nd year of Ascendancy at 05:27 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Writherella the Ogre Writhing One level 9
3rd Mirth 122nd year of Ascendancy at 22:20 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Writherella the Ogre Writhing One level 17
28th Haze 122nd year of Ascendancy at 12:55 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Writherella the Ogre Writhing One level 15
20th Haze 122nd year of Ascendancy at 16:19 see stats
Log
Arumida the drem is free from the weakness disease.
Worm that walks (servant of Writherella) activates Infestation.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 9.
Arumida the drem hits Carrion worm mass for 55 cold damage.
Arumida the drem hits worm that walks (servant of Writherella) for 69 physical, 55 cold (124 total damage).
Melee retaliation hits Arumida the drem for 1 physical damage.
Arumida the drem is afflicted by a weakness disease!
Melee retaliation hits worm that walks (servant of Writherella) for 6 lightning, 6 lightning (12 total damage).
worm that walks (servant of Writherella) hits Arumida the drem for 12 physical, 2 blight, 2 cold, 9 light, 7 physical, 9 light (40 total damage).
Arumida the drem uses Shield Pummel.
Worm that walks (servant of Writherella) resists the shield bash!
Arumida the drem hits worm that walks (servant of Writherella) for 26 physical, 12 lightning, 27 physical, 12 lightning (77 total damage).
Melee retaliation hits Arumida the drem for 1 physical, 1 physical (2 total damage).
Melee retaliation hits Carrion worm mass for 6 lightning damage.
Carrion worm mass hits Arumida the drem for 10 physical damage.
Dremling misses worm that walks (servant of Writherella).
Weakness Disease from Worm that walks (servant of Writherella) hits Arumida the drem for 5 blight damage.
worm that walks (servant of Writherella) HEALS from blight damage!
Arumida the drem hits Carrion worm mass for 55 cold damage.
Arumida the drem hits worm that walks (servant of Writherella) for 56 physical, 55 cold (111 total damage).
Overkill hits worm that walks (servant of Writherella) for 0 blight damage.
Melee retaliation hits Arumida the drem for 1 physical damage.
Arumida the drem killed Carrion worm mass!
Worm that walks (servant of Writherella) casts Self-destruction.
The powerful blow energizes Arumida the drem reducing their cooldowns!
Character control switched to Writherella.





















































































