Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Automated Portable Extractor (APE) Tweak 1.7.4Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
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 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:
Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Drem |
Class | Writhing One |
Level / Exp | 22 / 59% |
Size | medium |
Lifes / Deaths | Killed by worm that walks (servant of Shaisa) at level 15 on the 21st Profit 122nd year of Ascendancy at 03:38 1 / 4Killed by shadow at level 16 on the 38th Profit 122nd year of Ascendancy at 10:49 Killed by thief at level 19 on the 6th Wealth 122nd year of Ascendancy at 22:31 Killed by Assassin Lord at level 19 on the 7th Wealth 122nd year of Ascendancy at 00:09 |
Primary Stats
Strength | 22 (base 13) |
Dexterity | 16 (base 10) |
Constitution | 31 (base 26) |
Magic | 57 (base 51) |
Willpower | 14 (base 10) |
Cunning | 40 (base 28) |
Resources
Life | 684/684 |
Mana | 106/106 |
Steam | 100/100 |
Insanity | 58/100 |
Healing Factor | 1.5158714593978 |
Regeneration | 21.601168296418 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +32.609950326513% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 6 |
See Invisible | 5 |
Offense: Mainhand
Damage | 44 |
Accuracy | 37 |
Crit Chance | 12% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 49 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Acid | +18% |
Darkness | +69% |
Blight | +9% |
Arcane | +8% |
Mind | +17% |
All | 0% |
Offense: Damage Penetration
Light | +5% |
Defense: Base
Armour (hardiness) | 40.7698136797 (50.65183292883%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 1 |
Physical Save | 27 |
Spell Save | 22 |
Mental Save | 27 |
Defense: Resistances
Acid | + 29%( 70%) |
Blight | + 29%( 70%) |
Arcane | + 29%( 70%) |
Cold | + 25%( 70%) |
All | + 25%( 70%) |
Physical | + 30%( 70%) |
Lightning | + 34%( 70%) |
Light | + 27%( 70%) |
Temporal | + 38%( 70%) |
Mind | + 33%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 29%( 70%) |
Nature | + 60%( 70%) |
Defense: Immunities
Disarm Resistance | 80% |
Bleed Resistance | 20% |
Confusion Resistance | 40% |
Pinning Resistance | 10% |
Stun Resistance | 76% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 277 damage for 3 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 102 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. |
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 40 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Demented / Horrific body | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
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 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Defensive Posture |
talent | Premonition |
talent | Chaos Orbs |
talent | Chant of Fortress |
beneficial effect | Linked to their horror ally gaining 19% all damage resistance. Shared Insanity |
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 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. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed ice ant stinger. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' 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 giant spider spinneret. * You've found the needed length of troll intestine. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | failed |
Equipment
On feet | pair of rough leather boots 'Nightvagrant' (0 def, 1 armour) pair of rough leather boots 'Nightvagrant' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +3% acid +18% darkness On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Armour +1 Resists +3% acid +3% light 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 165% 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. |
Light source | Chalakhad the alchemist's lamp Chalakhad the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: ----- def ----- Armour +6 Resists +3% lightning +6% fire +9% darkness Max.HP +49.00 HP.reg +4.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Anytohek the cashmere wizard hat (2 def, 0 armour) Anytohek the cashmere wizard hat (2 def, 0 armour) 2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Cun dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +11% mind +11% darkness On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+1 eff.) Resists +3% temporal +11% mind +16% darkness Mind.save +9 (+5 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Psi/turn +0.19 A pointy cloth hat, very wizardly... |
Tool | steel torque of psionic shield 'Xabeth' [power 51] (25 cooldown) steel torque of psionic shield 'Xabeth' [power 51] (25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Resists +6% blight +9% temporal +12% nature Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 25 cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | rogue's steel ring of darkness (+20%) rogue's steel ring of darkness (+20%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +4 (+2 eff.) Resists +20% darkness Rings make your fingers look great! |
On fingers | Poraldathra the Duathelmire Poraldathra the Duathelmire0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Mind.pwr +20 (+9 eff.) Dmg.mod +6% darkness +6% mind Melee Ret 6 mind ----- def ----- HP.reg +2.00 Stun/Frz- +24% ---------- misc Max.hate +4.00 Max.psi +20.00 Rings make your fingers look great! |
Around waist | Hurerofang the rough leather belt Hurerofang the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +6% lightning +6% temporal +3% acid Heal.mod +5% Confus- +20% Pinning- +10% A belt that goes around your waist. |
In main hand | ash starstaff 'Balondil' (111% power, 3 apr, darkness element) ash starstaff 'Balondil' (111% power, 3 apr, darkness element)5.0 T2 staff 1H weapon [Random Unique] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Crit.mult +15.00% Spell.pwr +10 (+4 eff.) Melee+ 15 fire Dmg.mod +15% darkness +15% acid On Hit (Melee): * 10% chance to reduce armor by 35% ----- def ----- Resists +8% darkness ---------- misc See.Invis +5 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Dagidunadur (0 def, 2 armour) Dagidunadur (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +6 Str +4 Mag dps ---------- Phys.pwr +19 (+7 eff.) Dmg.mod +8% arcane ----- def ----- Armour +2 Fatigue +3% HP.reg +4.00 Heal.mod +10% Disarm- +80% Stun/Frz- +20% ---------- misc Talents +3 Iron Grip 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 | Rogue Plight (6 def, 19 armour) Rogue Plight (6 def, 19 armour) 9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con dps ---------- Melee Ret 30 physical ----- def ----- Armour +19 Defense +6 (+3 eff.) Fatigue +8% Resists +35% nature Crit.chn- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
Cloak | Flashream the linen cloak (1 def, 0 armour) Flashream the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex dps ---------- Res.pen +5% light ----- def ----- Defense +1 (+0 eff.) Resists +5% arcane +3% lightning HP.reg +4.00 Heal.mod +20% Cut- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | The Black Core The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
medical injector implant (efficiency 80% / cooldown 62%) medical injector implant (efficiency 80% / cooldown 62%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 62%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 83% / cooldown 93%) medical injector implant (efficiency 83% / cooldown 93%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 83% efficiency and cooldown mod of 93%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 4) steam generator implant (steam 4)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.5 steam per turn. Can be activated for an instant burst of 22 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the sneak (speed 602%; cd 11) movement infusion of the sneak (speed 602%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 602% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
grounding copper amulet grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% lightning Stun/Frz- +21% Amulets make your neck look great! |
starlit copper amulet of healing starlit copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% light +11% darkness Heal.mod +11% Blind- +20% Cut- +40% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 239 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Tundrarupture Tundrarupture0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Str +1 Cun +1 Con dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning +3% cold ---------- misc See.Invis +6 Rings make your fingers look great! |
marksman's copper ring of power marksman's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+3 eff.) Acc +4 (+2 eff.) Rings make your fingers look great! |
sneakthief's copper ring sneakthief's copper ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +5 (+3 eff.) Rings make your fingers look great! |
Staff of Arcane Supremacy (120% power, 4 apr, physical element) Staff of Arcane Supremacy (120% power, 4 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 121% Range: 1.2x Uses 150% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+7 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
earthen yew starstaff of fate (120% power, 4 apr, physical element) earthen yew starstaff of fate (120% power, 4 apr, physical element)5.0 T3 staff 2H weapon [Ego] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +9 (+3 eff.) Dmg.mod +20% physical ----- def ----- Armour +4 Hardiness +5% Phys.save +12 (+6 eff.) Spell.save +7 (+3 eff.) Mind.save +9 (+5 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff 'Chargecrack' (100% power, 2 apr, darkness element) elm starstaff 'Chargecrack' (100% power, 2 apr, darkness element)5.0 T1 staff 1H weapon [Rare] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +16% darkness +6% lightning Res.pen +10% cold ----- def ----- Resists +6% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
kruk cloak of protection (0 def, 0 armour) kruk cloak of protection (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Arcane While equipped: ----- def ----- Spell.save +6 (+3 eff.) Mind.save +5 (+3 eff.) A stylish kruk-style cloak, to look awesome. |
Boltprophet the pair of rough leather boots (0 def, 1 armour) Boltprophet the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +5% arcane ----- def ----- Armour +1 Resists +21% lightning +5% arcane ---------- misc Stam/turn +0.40 Max.stam +13.00 A pair of boots made of leather. |
Velumira (0 def, 3 armour) Velumira (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Dex +3 Wil ----- def ----- Armour +3 Fatigue -2% Phys.save +14 (+7 eff.) Die.at -20.00 life ---------- misc Max.enc +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves 'Saluriassra' (0 def, 2 armour) hardened leather gloves 'Saluriassra' (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Melee+ 5 darkness Dmg.mod +5% darkness ----- def ----- Armour +2 Resists +5% darkness +3% temporal HP.reg +2.00 ---------- misc Stam/turn +1.40 Max.stam +20.00 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. |
Lightenvy the linen wizard hat (1 def, 0 armour) Lightenvy the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Dmg.mod +11% lightning +6% light Res.pen +15% light +5% fire ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning +6% light ---------- misc Equi/ret +0.04 Psi/ret +0.12 A pointy cloth hat, very wizardly... |
Xelranor (20 def, 3 armour) Xelranor (20 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Wil +3 Con dps ---------- Acc +10 (+4 eff.) ----- def ----- Armour +3 Defense +20 (+10 eff.) Fatigue +1% Resists +1% physical A cap made of leather. |
hardened leather hat of might (0 def, 3 armour) hardened leather hat of might (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +4 Str +2 Con dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% A hat made of leather. Very stylish. |
linen wizard hat 'Galeoblivion' (1 def, 0 armour) linen wizard hat 'Galeoblivion' (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +5% darkness +10% fire Melee Ret 2 fire ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning ---------- misc Infravis +4 See.Stealth +5 See.Invis +5 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 43% and attempts to push all creatures other than yourself out of its radius, inflicting 8.66 light damage and 14.64 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Kindlesmash (3 def, 2 armour) Kindlesmash (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Phys.crit +1.0% Res.pen +20% light ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +17% lightning +6% acid A suit of armour made of leather. |
Spinal Cage (5 def, 8 armour) 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 56.28 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
troll-hide cured leather armour of acid resistance (6 def, 4 armour) troll-hide cured leather armour of acid resistance (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +19% acid Max.HP +34.00 HP.reg +3.00 Heal.mod +13% A suit of armour made of leather. |
3 agate 3 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. |
42 alchemist agate 42 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. |
onyx onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Dmg.mod +10% blight 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. It was corrupted by the digestive sack. |
4 aquamarine 4 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. |
2 opal 2 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. |
sapphire sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 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. |
iron pickaxe 'Brightstrike' (dig speed 19 turns) iron pickaxe 'Brightstrike' (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +15% fire Res.pen +10% mind ----- def ----- Resists +6% lightning +1% physical +5% arcane Max.HP +23.00 Cut- +10% Knockbk- +10% ---------- misc Max.stam +16.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
3 spinel 3 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. |
Khelysazilador Khelysazilador2.0 T1 lite [Rare] Nature While equipped: Stats +3 Wil ----- def ----- Defense +20 (+10 eff.) Resists +6% blight Phys.save +3 (+2 eff.) Max.HP +43.00 Heal.mod +5% Confus- +10% ---------- 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. |
Light of Revelation Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Summertide Phial 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.(58 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Glimmerwild' brass lantern 'Glimmerwild'2.0 T1 lite [Rare] Nature While equipped: Stats +1 Mag +6 Wil +2 Con dps ---------- Dmg.mod +3% light ----- def ----- Phys.save +7 (+4 eff.) Heal.mod +10% ---------- 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. |
Crystal Heart Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
2 garnet 2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) 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 Chest 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. |
dwarven-steel torque of psionic shield [power 69] (25 cooldown) dwarven-steel torque of psionic shield [power 69] (25 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 69 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
iron torque of gale force [power 100] (15 cooldown) iron torque of gale force [power 100] (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 100 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
iron torque of psionic shield [power 25] (25 cooldown) iron torque of psionic shield [power 25] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
3 amethyst 3 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. |
Lisybressra the elm wand of conjuration [power 100] (15 cooldown) Lisybressra the elm wand of conjuration [power 100] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Str +3 Mag +1 Wil +1 Cun ---------- misc See.Invis +3 Fire a magical bolt dealing 100 fire damage Puts all charms on 15 cooldown 100% to increase all damage penetration 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. |
focusing elm wand of shielding [power 116] (20 cooldown) focusing elm wand of shielding [power 116] (20 cooldown)2.0 T1 wand charm [Ego+] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 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. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
2 quartz 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. |
3 ametrine 3 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. |
citrine citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Shaisa the Drem Writhing One level 7
24th Voratun 122nd year of Ascendancy at 06:16 see stats
By Shaisa the Drem Writhing One level 22
21st Wealth 122nd year of Ascendancy at 00:07 see stats
By Shaisa the Drem Writhing One level 22
20th Wealth 122nd year of Ascendancy at 23:46 see stats
By Shaisa the Drem Writhing One level 10
27th Voratun 122nd year of Ascendancy at 01:17 see stats
By Shaisa the Drem Writhing One level 20
12nd Wealth 122nd year of Ascendancy at 08:18 see stats
By Shaisa the Drem Writhing One level 22
21st Wealth 122nd year of Ascendancy at 00:07 see stats
By Shaisa the Drem Writhing One level 14
19th Profit 122nd year of Ascendancy at 18:55 see stats
By Shaisa the Drem Writhing One level 22
21st Wealth 122nd year of Ascendancy at 00:07 see stats
By Shaisa the Drem Writhing One level 9
26th Voratun 122nd year of Ascendancy at 06:22 see stats
By Shaisa the Drem Writhing One level 22
21st Wealth 122nd year of Ascendancy at 00:07 see stats
By Shaisa the Drem Writhing One level 14
16th Profit 122nd year of Ascendancy at 08:07 see stats
By Shaisa the Drem Writhing One level 18
3rd Wealth 122nd year of Ascendancy at 07:53 see stats
Log
Lore found: research log of halfling mage Hompalan
Lore found: ancient papyrus scroll
Lore found: demon statue: dúathedlen
Lore found: a torn page from John's journal
Lore found: Elandar's journal (1)
Lore found: song of the sands
Lore found: orbital base: battle info
Lore found: how to be a necromancer, part 3
Lore found: a fearsome sight
Lore found: telepathic message (1)
Lore found: Deep Bellow excavation report 2
Lore found: Loremaster Greynot's Analysis of the Races - Chapter 11 - Dragons
Lore found: demon statue: quasit
Lore found: Rules of the Ziguranth
Lore found: Records of Lorekeeper Hadak part five
Personal New Achievement: A different point of view (Insane (Adventure) difficulty)!
Lore found: Gorbat's Note
Lore found: hastily-written poster
Lore found: Escapades of Fay Willows [Book 1, Chapter 5] - General Aranion Gawaeil
Lore found: The Diaries of King Toknor the Brave
Lore found: The Oceans of Eyal
Lore found: telepathic message (2)
Shaisa activates Chant of Fortress.
Shaisa activates Defensive Posture.
Shaisa activates Premonition.
Shaisa activates Chaos Orbs.