











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official 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 1.7.0Donators/Buyers bonus! Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.0Official 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 | Male |
| Race | Higher |
| Class | Writhing One |
| Level / Exp | 21 / 22% |
| Size | medium |
| Lifes / Deaths | Killed by giant venus flytrap at level 6 on the 77th Pyre 122nd year of Ascendancy at 21:23 0 / 6Killed by Gunsnake at level 14 on the 39th Dusk 122nd year of Ascendancy at 10:48 Killed by Isatira the gloomy warg at level 17 on the 70th Haze 122nd year of Ascendancy at 09:27 Killed by Ce'Nalle the shimmering crystal at level 17 on the 77th Haze 122nd year of Ascendancy at 20:49 Killed by Xanyrethra the giant army ant at level 18 on the 78th Haze 122nd year of Ascendancy at 09:08 Killed by Velyretta the squid at level 21 on the 3rd Decay 122nd year of Ascendancy at 21:46 |
Primary Stats
| Strength | 29 (base 28) |
| Dexterity | 14 (base 10) |
| Constitution | 29 (base 26) |
| Magic | 56 (base 48) |
| Willpower | 21 (base 10) |
| Cunning | 19 (base 10) |
Resources
| Life | 676/676 |
| Insanity | 100/100 |
| Healing Factor | 1.1924687383468 |
| Regeneration | 3.8755233996269 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 6 |
| Infravision | 6 |
| See Stealth | 23.957448516131 |
| See Invisible | 23.957448516131 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 38 |
| Crit Chance | 12% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Blight | +15% |
| Physical | +11% |
| Cold | +12% |
| All | 0% |
| Lightning | +5% |
| Temporal | +3% |
| Mind | +15% |
| Darkness | +15% |
Defense: Base
| Armour (hardiness) | 39.551211628464 (78.607947236566%) |
| Defense | 16 |
| Ranged Defense | 16 |
| Fatigue | 20 |
| Physical Save | 28 |
| Spell Save | 38 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Blight | + 21%( 70%) |
| Arcane | + 32%( 70%) |
| Cold | + 12%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 16%( 70%) |
| Physical | + 17%( 70%) |
| Temporal | + 23%( 70%) |
| Lightning | + 12%( 70%) |
| Mind | + 20%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 22% |
| Knockback Resistance | 62% |
| Confusion Resistance | 40% |
| Stun Resistance | 75% |
| Pinning Resistance | 38% |
| Poison Resistance | 22% |
| Blind Resistance | 29% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 230 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 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 / Higher | 1.00 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 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 |
You failed to protect the lone alchemist from death by Ce'Nalle the shimmering crystal. Escort: lone alchemist (level 1 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Ce'Nydhetha the fire drake hatchling. Escort: lone alchemist (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Eloriassra the giant white ant. Escort: worried loremaster (level 1 of Ruins of Kor'Pul) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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. | 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 |
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 within5 lumberjacks have died. | done |
Equipment
| On feet | Xerileba the pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce armor by 32% Changes stats: +2 Mag / +2 Wil Changes resistances: +6% temporal Changes damage: +3% temporal Poison immunity: +10% It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
| Light source | Rainvalor the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% blight / +3% fire / +5% arcane Changes damage: +9% mind / +12% cold Maximum life: +41.00 Light radius: +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 | Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+6 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| Tool | The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | treant's copper ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% nature / +6% blight Poison immunity: +12% Disease immunity: +11% Disarm immunity: +22% Pinning immunity: +21% Knockback immunity: +22% Maximum life: +20.00 Rings make your fingers look great! |
| On fingers | Neremina the steel ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Effects on melee hit: * 10% chance to reduce armor by 32% Damage when hit (Melee): 2 acid Changes stats: +1 Dex / +3 Wil / +2 Cun Changes resistances: +11% physical Changes damage: +6% acid / +11% physical Mental save: +6 (+3 eff.) Rings make your fingers look great! |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 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. |
| In main hand | Gloomoblivion the steel waraxe (118% power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Power: 119% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 13% chance to reduce all saves and defense by 17 Damage (Melee): +8 cold / +5 mind Damage (radius 2) on crit: +4 blight When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 15% Changes stats: +2 Cun / +1 Wil Changes resistances: +3% blight One-handed war axes. |
| On hands | dwarven-steel gauntlets 'Yvinne' (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 6 lightning / 5 acid Changes stats: +2 Dex Changes resistances: +5% lightning / +5% acid Changes damage: +5% lightning / +6% mind / +3% acid 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 | steel plate armour of the deep (0 def, 12 armour)Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Fatigue: +22% Changes resistances: +7% acid / +5% cold Allows you to breathe in: water A suit of armour made of metal plates. |
| Cloak | Glintbrawn the linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 22 * 10% chance to reduce armor by 32% Damage when hit (Melee): 2 acid Changes resistances: +10% darkness / +11% temporal Light radius: +3 Defense after a teleport: +11 Resist all after a teleport: +10% New effects duration reduction after a teleport: +12% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Armynik the steel amuletInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +4.0% Defense: +7 (+5 eff.) Changes stats: +5 Lck / +1 Wil Changes resistances: +14% mind Physical save: +3 (+1 eff.) Mental save: +6 (+3 eff.) Confusion immunity: +40% Maximum stamina: +10.00 Mindpower: +8 (+4 eff.) Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
Inventory
healing infusion of the warrior (heal 102; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 102 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; acid, temporal, blight, fire, mind, physical)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 4 temporal, 4 blight, 3 fire, 4 mind, 2 physical It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
SingebreakerInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Con Changes resistances: +9% fire / +6% physical Changes resistances penetration: +5% darkness / +10% fire Changes damage: +6% fire Life regen: +2.00 Stamina each turn: +0.30 Amulets make your neck look great! |
titan's copper ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Stun/Freeze immunity: +20% Life regen: +2.00 Rings make your fingers look great! |
steel greatsword 'Nightspawner' (126% power, 2 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 127% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 22% chance to reduce strength, dexterity, and constitution by 22 Damage (Melee): +21 blight / +9 light Damage (radius 2) on crit: +12 darkness Damage against: +10% Undead When wielded/worn: Changes resistances: +5% arcane Changes damage: +6% arcane Disease immunity: +14% Massive two-handed swords. |
Beokalthohell the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Damage when hit (Melee): 2 physical Changes stats: +2 Str / +1 Mag Spell save: +15 (+5 eff.) Mental save: +6 (+3 eff.) Spellpower: +3 (+1 eff.) Mental crit. chance: +1% A belt that goes around your waist. |
Porowyn the FloetorrentCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +4 Cun / +2 Str Changes resistances: +3% blight Changes resistances penetration: +5% cold Spell save: +5 (+2 eff.) Light radius: +2 Size category: +1 A belt that goes around your waist. |
Purepride the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Mag Changes resistances: +3% blight Changes damage: +12% nature / +6% blight Mana each turn: +0.10 Maximum mana: +24.00 A belt that goes around your waist. |
Isloyama the Blindbreacher (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+5 eff.) Changes resistances: +12% acid Changes resistances penetration: +5% lightning / +10% acid Changes damage: +9% acid / +3% darkness Physical save: +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Elowyn (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Mag / +3 Wil / +3 Cun Changes damage: +3% arcane / +3% blight Physical save: +5 (+2 eff.) Spell save: +5 (+2 eff.) Mental save: +5 (+2 eff.) Mana when firing critical spell: +1.00 Vim when firing critical spell: +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lightspike (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Damage when hit (Melee): 4 mind / 2 light Changes stats: +3 Cun Maximum encumbrance: +22 Physical save: +6 (+3 eff.) Equilibrium when hit: +0.04 A pair of boots made of leather. |
blood-soaked pair of rough leather boots of phasing (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Physical power: +4 (+2 eff.) Armour: +1 Changes stats: +2 Mag / +2 Wil It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
pair of rough leather boots 'Hurydrazor' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +3% mind Poison immunity: +10% Disease immunity: +20% Teleport immunity: +10% Stamina each turn: +0.40 Maximum stamina: +12.00 Light radius: +2 Infravision radius: +1 A pair of boots made of leather. |
Glacierdeath (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +3 Fatigue: +1% Changes stats: +4 Str / +3 Dex Changes damage: +3% cold Maximum stamina: +20.00 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. |
Spellhunt Remnants (1 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+2 eff.) Maximum life: +20.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Dazzlesweeper the rough leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes damage: +6% light Mental save: +3 (+1 eff.) Mindpower: +5 (+2 eff.) Light radius: +3 Infravision radius: +1 A cap made of leather. |
Spinal Cage (5 def, 8 armour)Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +5 (+4 eff.) Fatigue: +3% Changes stats: +2 Dex Changes resistances: +15% physical It can be used to activate talent Bone Grab (costing 20 power out of 30/30) : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: 5 Travel Speed: 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 55.27 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Isliba (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +3 Str / +3 Con Changes resistances: +6% acid / +15% fire / +9% light / +3% darkness Maximum life: +62.00 A suit of armour made of metal plates. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
77 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Emyldalle' (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +1 Armour: +2 Changes stats: +1 Str / +2 Cun Critical mult.: +5.00% Stamina each turn: +3.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
15 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
EremarachInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +20 (+7 eff.) Changes resistances: +3% acid Silence immunity: +10% Maximum life: +44.00 Light radius: +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. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Flashbraze'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% blight / +3% fire / +3% mind Changes resistances penetration: +20% lightning Maximum life: +45.00 Light radius: +3 Healing mod.: +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. |
bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Maximum life: +40.00 Light radius: +3 Healing mod.: +11% 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
ash totem of thorny skin 'Emalrathra' [power 25] (20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +2 Mag / +1 Wil Changes resistances: +9% acid Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Activation puts all charms on cooldown for 20 turns. When used: * Heal for 38. * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
elm wand of lightning storm [power 110] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (115 total damage) Activation puts all charms on cooldown for 15 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 conjuration [power 100] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a magical bolt dealing 100 fire damage Activation puts all charms on cooldown for 15 turns. When used: * 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. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
14 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +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 Ctulu the Higher Writhing One level 10
10th Mirth 122nd year of Ascendancy at 17:01 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Ctulu the Higher Writhing One level 10
1st Mirth 122nd year of Ascendancy at 15:05 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Ctulu the Higher Writhing One level 20
2nd Decay 122nd year of Ascendancy at 20:24 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Ctulu the Higher Writhing One level 18
78th Haze 122nd year of Ascendancy at 04:56 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Ctulu the Higher Writhing One level 10
1st Mirth 122nd year of Ascendancy at 15:07 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Ctulu the Higher Writhing One level 10
2nd Mirth 122nd year of Ascendancy at 22:42 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Ctulu the Higher Writhing One level 17
71st Haze 122nd year of Ascendancy at 10:23 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Ctulu the Higher Writhing One level 21
3rd Decay 122nd year of Ascendancy at 21:47 see stats
Log
Ctulu hits Velyretta the squid for (13 flat reduction), 34 physical, (7 flat reduction), 0 cold, (3 flat reduction), 0 mind, (6 flat reduction), 0 lightning, (5 flat reduction), 0 acid, (13 flat reduction), 90 darkness, (6 flat reduction), 0 lightning, (5 flat reduction), 0 acid (123 total damage).
Velyretta the squid throws two quick punches.
Velyretta the squid performs a melee critical strike against Ctulu!
Velyretta the squid hits Ctulu for 148 physical, 111 physical (259 total damage).
Melee retaliation hits Velyretta the squid for (4 flat reduction), 0 acid, (4 flat reduction), 0 acid (0 total damage).
Ctulu misses Velyretta the squid.
Ctulu misses Velyretta the squid.
Velyretta the squid uses Grab.
Ctulu resists the grab!
Velyretta the squid hits Ctulu for 120 physical damage.
Melee retaliation hits Velyretta the squid for (4 flat reduction), 0 acid (0 total damage).
Ctulu casts Lash Out.
Water imp is weakened by the darkness!
Ctulu misses Velyretta the squid.
Velyretta the squid is afflicted by a crippling illness!
Ctulu hits Velyretta the squid for (13 flat reduction), 71 physical, (7 flat reduction), 0 cold, (6 flat reduction), 0 mind, (6 flat reduction), 0 lightning, (6 flat reduction), 0 acid (71 total damage).
Ctulu hits Water imp for 244 darkness, 6 lightning, 5 acid, 103 physical, 9 cold, 3 mind, 6 lightning, 5 acid (382 total damage).
Water imp casts Water Bolt.
Water imp hits Ctulu for 52 cold damage.
Velyretta the squid throws two quick punches.
Velyretta the squid hits Ctulu for 79 physical damage.
Melee retaliation hits Velyretta the squid for (5 flat reduction), 0 acid, (4 flat reduction), 0 acid (0 total damage).
Ctulu the level 21 higher writhing one was skewered to death by Velyretta the squid on level 2 of Lake of Nur.
Saving game...
Velyretta the squid killed Ctulu!
Saving done.
The Blood of Life rushes through your dead body. You come back to life!
Personal New Achievement: Unstoppable (Insane (Adventure) difficulty)!


















































































