












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| 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. Items Vault 1.7.6Donators/Buyers bonus! 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:
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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 | 21 / 40% |
| Size | medium |
| Lifes / Deaths | Killed by Siledatira the elven warrior at level 12 on the 18th Profit 122nd year of Ascendancy at 08:28 3 / 2Killed by Neravena the elven guard at level 13 on the 18th Profit 122nd year of Ascendancy at 21:47 |
Primary Stats
| Strength | 16 (base 13) |
| Dexterity | 26 (base 10) |
| Constitution | 32 (base 21) |
| Magic | 57 (base 47) |
| Willpower | 19 (base 10) |
| Cunning | 36 (base 25) |
Resources
| Life | 733/733 |
| Mana | 245/245 |
| Insanity | 86/100 |
| Healing Factor | 1.1724420161894 |
| Regeneration | 4.9828785688051 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +31.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 32.617305437452 |
| See Invisible | 32.617305437452 |
Offense: Mainhand
| Damage | 47 |
| Accuracy | 42 |
| Crit Chance | 21% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Blight | +3% |
| Arcane | +3% |
| Cold | +9% |
| All | 0% |
| Lightning | +3% |
| Light | +9% |
| Mind | +9% |
| Darkness | +36% |
| Fire | +3% |
| Nature | +18% |
Offense: Damage Penetration
| Lightning | +5% |
| Mind | +5% |
| Darkness | +10% |
| Blight | +5% |
| Cold | +5% |
| Fire | +10% |
| Nature | +30% |
Defense: Base
| Armour (hardiness) | 19.790113888104 (30%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 14 |
| Physical Save | 30 |
| Spell Save | 28 |
| Mental Save | 35 |
Defense: Resistances
| Lightning | + 64%( 70%) |
| Physical | + 21%( 70%) |
| Temporal | + 26%( 70%) |
| Blight | + 32%( 70%) |
| Arcane | + 23%( 70%) |
| Cold | + 22%( 70%) |
| All | + 19%( 70%) |
Defense: Immunities
| Stun Resistance | 21% |
| Confusion Resistance | 40% |
| Pinning Resistance | 22% |
| Disarm Resistance | 49% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 28% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 240 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: 18 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 50 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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 399 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Demented / Tentacles | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Friend of the worm | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Defensive Posture |
| talent | Chaos Orbs |
| beneficial effect | Linked to their horror ally gaining 16% 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 grave | active |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 |
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 Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed skeleton mage skull. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' 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 orc heart. * You've found the needed bloated horror heart. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * '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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| On feet | Cracklewyrd the pair of hardened leather boots (6 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +9 Dex +2 Wil +2 Con dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +3 Defense +6 (+3 eff.) Resists +6% lightning Crit.chn- 15.00% A pair of boots made of leather. |
| Light source | Chargeraptor2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% fire Res.pen +20% nature +5% lightning Melee Ret 2 nature 2 fire ----- def ----- Resists +9% lightning ---------- misc Light +6 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 | Oozewrack the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Dmg.mod +18% nature +12% darkness Res.pen +10% darkness +10% nature Melee Ret 4 fire On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Armour +3 Fatigue +3% Resists +10% blight Mind.save +7 (+3 eff.) A cap made of leather. |
| Tool | Lelylathathel the Duskhash [power 170] (20 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +9% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- Resists +6% lightning Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 16% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Kilnraptor the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +7 Cun dps ---------- Mind.crit +2% Dmg.mod +9% mind Res.pen +10% fire ----- def ----- Max.HP +27.00 Disarm- +24% Pinning- +22% Knockbk- +28% Rings make your fingers look great! |
| On fingers | titan's copper ring of perseverance0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
| Around waist | Snowhunter1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Phys.crit +10.0% Mind.crit +8% Dmg.mod +3% cold ----- def ----- Resists +9% temporal +2% physical Spell.save +3 (+2 eff.) Max.HP +60.00 Confus- +20% A belt that goes around your waist. |
| In main hand | Tundravalor (15-18 power, 3 apr, darkness element)5.0 T2 staff 1H weapon [Random Unique] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Spell.pwr +6 (+2 eff.) Dmg.mod +6% cold +15% darkness +9% light Res.pen +5% cold ----- def ----- Phys.save +6 (+3 eff.) Spell.save +5 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Geneg the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Melee+ 8 blight Dmg.mod +3% arcane +3% blight Acc +6 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +6% blight +3% cold +5% arcane +6% lightning Phys.save +6 (+3 eff.) Spell.save +3 (+2 eff.) Mind.save +7 (+3 eff.) Disarm- +25% 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 | nimble hardened leather armour of lightning resistance (11 def, 6 armour)9.0 T3 light armor [Ego+] Master While equipped: Stats +2 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +6 Defense +11 (+5 eff.) Fatigue +8% Resists +20% lightning A suit of armour made of leather. |
| Cloak | Stormkin (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Dmg.mod +3% acid Res.pen +5% mind Melee Ret 6 acid ----- def ----- Defense +1 (+0 eff.) Resists +9% lightning Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet 'Daimandur'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +5 Con +3 Wil dps ---------- Res.pen +5% blight Melee Ret 6 blight ----- def ----- Phys.save +6 (+3 eff.) Mind.save +3 (+1 eff.) HP.reg +2.00 Amulets make your neck look great! |
Inventory
medical injector implant (efficiency 84% / cooldown 68%)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 84% efficiency and cooldown mod of 68%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
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 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.1 steam per turn. Can be activated for an instant burst of 20 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Vorubreth the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Wil dps ---------- Phys.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) Phys.spd +10% Dmg.mod +3% blight +5% physical On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 23 ----- def ----- Mind.save +7 (+3 eff.) Blind- +12% Confus- +11% ---------- misc Infravis +4 Sight +2 See.Invis +7 Amulets make your neck look great! |
grounding copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets make your neck look great! |
restful copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Cun ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
copper ring 'Tarruran'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Dex ----- def ----- Resists +6% blight +6% nature +5% arcane Poison- +10% Disease- +10% ---------- misc Max.hate +4.00 Max.psi +30.00 Rings make your fingers look great! |
steel ring of misery0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 11 physical Ranged+ 8 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 16 On Hit (Ranged): * 11% chance to reduce all saves and defense by 16 ---------- misc Hate/m.crit +1.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
hateful dwarven-steel battleaxe (33-50 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Psionic Power 33.0 - 49.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +10 darkness Against +9% Living Massive two-handed battleaxes. |
iron dagger of massacre (16-21 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 16.0 - 20.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
dwarven-steel greatmaul (42-64 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Normal] Power 42.5 - 63.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
Xille the ash starstaff (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon [Random Unique] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Dex +8 Con dps ---------- Spell.crit +10% Crit.mult +12.00% Spell.pwr +15 (+5 eff.) Dmg.mod +15% light +3% physical ----- def ----- Resists +6% nature +2% physical HP.reg +1.70 Heal.mod +24% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron waraxe of dampening (12-18 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Disrupt Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: ----- def ----- Resists +8% acid +7% lightning +9% fire +7% cold +3% all Spell.save +5 (+3 eff.) One-handed war axes. |
Cyremira the Daymark1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Phys.pwr +10 (+5 eff.) Dmg.mod +3% light ----- def ----- HP.reg +0.70 Heal.mod +10% ---------- misc Max.stam +10.00 Light +2 A belt that goes around your waist. |
Emitta the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +1 Str +5 Cun +4 Con dps ---------- Dmg.mod +3% blight ----- def ----- Crit.chn- 10.00% HP.reg +1.80 Heal.mod +16% ---------- misc Infravis +3 A belt that goes around your waist. |
Torusta1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Crit.mult +15.00% Mind.pwr +5 (+3 eff.) ----- def ----- Resists +3% mind Mind.save +3 (+1 eff.) HP.reg +1.00 Heal.mod +12% A belt that goes around your waist. |
insulating rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +5% fire +5% cold A belt that goes around your waist. |
insulating rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +2 (+1 eff.) ----- def ----- Resists +6% fire +6% cold Mind.save +6 (+3 eff.) A belt that goes around your waist. |
linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aeremnir (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +1 Resists +5% lightning +5% temporal +3% light Mind.save +9 (+4 eff.) Die.at -40.00 life Disarm- +10% A pair of boots made of leather. |
insulating pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Resists +5% fire +5% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 32.29 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
heroic iron gauntlets (0 def, 5 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +5 Fatigue +1% Mind.save +6 (+3 eff.) Max.HP +42.00 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. |
restful iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Psionic While equipped: ----- def ----- Armour +1 Fatigue +1% HP.reg +1.00 ---------- misc Stam/turn +0.50 Max.stam +10.00 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. |
temporal hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+3 eff.) Melee+ 9 temporal Ranged+ 6 temporal Dmg.mod +4% temporal ----- def ----- Armour +2 Resists +7% temporal 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. |
umbral rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 6 darkness Dmg.mod +4% darkness ----- def ----- Armour +1 Resists +6% darkness 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 25.55 to 76.66 lightning damage (51.11 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Dimbearer the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Res.pen +5% darkness +15% nature On Hit (Melee): * 10% chance to slow global speed by 41% * 10% chance to reduce damage dealt by 14% ----- def ----- Defense +1 (+0 eff.) Resists +6% darkness ---------- misc Infravis +3 See.Stealth +6 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 40% and attempts to push all creatures other than yourself out of its radius, inflicting 8.67 light damage and 10.82 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... |
iron helm 'Rimebreacher' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mind.crit +1% Dmg.mod +9% cold +3% mind +6% physical Acc +10 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal Die.at -80.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of darkness (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +1 (+0 eff.) Resists +15% darkness A pointy cloth hat, very wizardly... |
prismatic rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +11% light +11% darkness A cap made of leather. |
cleansing dwarven-steel mail armour of resilience (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +15% nature +12% blight Max.HP +35.00 A suit of armour made of mail. |
prismatic cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +11% light +12% darkness A suit of armour made of leather. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
61 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. |
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. |
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. |
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. |
Unrerion the Flashcut (dig speed 20 turns)3.0 T1 digger tool [Rare] Psionic While equipped: Stats +1 Str dps ---------- Dmg.mod +5% fire +6% mind +9% light Res.pen +20% lightning ----- def ----- Resists +3% mind +3% blight Phys.save +3 (+1 eff.) Mind.save +6 (+3 eff.) HP.reg +4.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
9 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. |
Emilera2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Res.pen +5% mind ----- def ----- Resists +6% light Mind.save +6 (+3 eff.) Die.at -60.00 life Confus- +10% ---------- misc Light +3 See.Stealth +7 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 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 102.53 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 102.53 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. |
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.(68 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. |
survivor's brass lantern of focus2.0 T1 lite [Ego] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +12% ---------- 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 (+3 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 6 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. |
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. |
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)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. |
steel torque of psionic shield 'Sleetterror' [power 49] (25 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Res.pen +5% cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% lightning +3% temporal +3% blight Setup a psionic shield, reducing all damage taken by 49 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 16% for 2 turns. 100% to reduce 1 talent cooldowns by 2. 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 110] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
extending yew totem of stinging [power 260] (15 cooldown)2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 307 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
powerful ash totem of healing [power 170] (15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
Emoletira the Natureripper [power 116] (20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% fire On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Resists +3% acid +3% cold +9% nature 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 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Umbrafurnace [power 122] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +15% acid On Hit (Melee): * 20% chance to reduce armor by 33% * 20% chance to reduce damage dealt by 14% ----- def ----- Resists +6% darkness Create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (125 total damage) Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged elm wand of conjuration [power 120] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 124 fire damage Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 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. |
8 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. |
5 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
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Al Da Zawarska the Drem Writhing One level 10
29th Voratun 122nd year of Ascendancy at 08:07 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Al Da Zawarska the Drem Writhing One level 10
29th Voratun 122nd year of Ascendancy at 08:06 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Al Da Zawarska the Drem Writhing One level 20
19th Dearth 122nd year of Ascendancy at 21:48 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Al Da Zawarska the Drem Writhing One level 11
15th Profit 122nd year of Ascendancy at 16:14 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Al Da Zawarska the Drem Writhing One level 10
1st Profit 122nd year of Ascendancy at 21:44 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Al Da Zawarska the Drem Writhing One level 18
41st Profit 122nd year of Ascendancy at 08:57 see stats
Log
Worm that walks (servant of Al Da Zawarska) activates Worm that Walks Link.
Worm that walks (servant of Al Da Zawarska) activates Infestation.
Al Da Zawarska links closer to his ally!
Worm that walks (servant of Al Da Zawarska) links closer to his ally!
Talent Tendrils Eruption is ready to use.
You pickup 0.80 gold pieces.
You pickup 0.70 gold pieces.
Talent Rune: Shielding is ready to use.
Worm that walks (servant of Al Da Zawarska) activates Ruin.
Al Da Zawarska picks up (E.): cleansing dwarven-steel mail armour of resilience (3 def, 8 armour).
Talent Shed Skin is ready to use.
Al Da Zawarska picks up (E.): prismatic rough leather cap of constitution (+3) (0 def, 1 armour).
You pickup 0.85 gold pieces.
You pickup 0.65 gold pieces.
Al Da Zawarska picks up (J.): onyx.
Talent Foul Convergence is ready to use.
Al Da Zawarska picks up (k.): dwarven-steel greatmaul (42-64 power, 2 apr).
Talent Overgrowth is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
You give Nature's Vengeance (40-56 power, 4 apr) to worm that walks (servant of Al Da Zawarska).
Al Da Zawarska deactivates Defensive Posture.
Al Da Zawarska activates Defensive Posture.
Al Da Zawarska deactivates Chaos Orbs.
Al Da Zawarska activates Chaos Orbs.











































































































