











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.5This 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 1.5.0Official 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:
Talent Point Planner 1.5.0The 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: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Anorithil |
| Level / Exp | 21 / 66% |
| Size | medium |
| Lifes / Deaths | Killed by snow giant at level 10 on the 13rd Dusk 122nd year of Ascendancy at 04:08 0 / 6Killed by Keridwen the Anorithil at level 16 on the 23rd Haze 122nd year of Ascendancy at 12:42 Killed by gigantic sandworm tunneler at level 16 on the 23rd Haze 122nd year of Ascendancy at 13:45 Killed by Sandworm Queen at level 17 on the 25th Haze 122nd year of Ascendancy at 10:02 Killed by Sandworm Queen at level 17 on the 25th Haze 122nd year of Ascendancy at 10:47 Killed by Urkis, the High Tempest at level 21 on the 61st Haze 122nd year of Ascendancy at 23:04 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 21 (base 10) |
| Magic | 59 (base 47) |
| Willpower | 13 (base 10) |
| Cunning | 46 (base 42) |
Resources
| Life | -58/501 |
| Positive | 78/80 |
| Negative | 54/80 |
| Healing Factor | 1.236387434555 |
| Regeneration | 0.30909685863875 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +12.5507135679% |
| Spell | +5.81254300798% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 32 |
| Accuracy | 9 |
| Crit Chance | 27% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 49% |
| Speed | 0.94506754263016 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +4% |
| Cold | +10% |
| All | 0% |
| Lightning | +6% |
| Light | +15% |
| Temporal | +18% |
| Physical | +15% |
| Fire | +25% |
| Darkness | +34% |
Offense: Damage Penetration
| Physical | +20% |
| Lightning | +25% |
Defense: Base
| Armour (hardiness) | 23 (60%) |
| Defense | 10 |
| Ranged Defense | 10 |
| Fatigue | 1 |
| Physical Save | 30 |
| Spell Save | 40 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Blight | + 6%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 33%( 70%) |
| All | 0%( 70%) |
| Lightning | + 28%( 70%) |
| Temporal | + 5%( 70%) |
| Fire | + 57%( 70%) |
| Mind | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 39% |
| Bleed Resistance | 5% |
| Confusion Resistance | 5% |
| Disarm Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 609% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| 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 252 damage for 4 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 274 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Celestial / Circles | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Celestial / Twilight | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Celestial / Hymns | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
| talent | Chant of Resistance |
| talent | Hymn of Shadows |
| talent | Corona |
| detrimental effect | On death will restore to the source up to 11 times the vim's worth. Bleak Outcome |
| beneficial effect | The target is recovering 15 life each turn. Recovery |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the lone alchemist from death by snow giant boulder thrower. Escort: lone alchemist (level 1 of Daikara) | failed |
You failed to protect the lost anorithil from death by wretchling. Escort: lost anorithil (level 4 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
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. * 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * '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 vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed naga tongue. * You've found the needed bear paw. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 within4 lumberjacks have died. | done |
Equipment
| On feet | Faleharagrim the Cracklewill (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Dmg.mod +6% lightning Res.pen +25% lightning Melee Ret 4 lightning On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +1 Fatigue +1% A pair of boots made of leather. |
| Quiver | barbed pouch of iron shots (15/15, 112% power, 1 apr)3.0 T1 shot ammo [Ego] Master Power 112% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 15 Ranged+ +5 bleed On Crit: * wounds the target for 7 turns: 8 bleeding, 37% reduced healing Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +2 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 | Mayyma the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Dex dps ---------- Phys.crit +3.0% Crit.mult +3.00% Dmg.mod +11% fire Apr +2 ----- def ----- Defense +1 (+1 eff.) Resists +16% fire Max.HP +40.00 A pointy cloth hat, very wizardly... |
| Tool | steel torque of psychoportation [power 28] (30 cooldown)2.0 T2 torque charm [Ego] Psionic Teleport randomly (rad 28) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | rogue's copper ring of frost (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% cold ----- def ----- Defense +6 (+6 eff.) Resists +20% cold Rings can have magical properties. |
| On fingers | gold ring 'Alarain'0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +14% fire ----- def ----- Armour +10 Resists +6% blight +28% fire +3% mind Spell.save +12 (+4 eff.) Mind.save +20 (+8 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Rings can have magical properties. |
| Around waist | Hanahir1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +4 Resists +5% arcane Mind.save +8 (+4 eff.) Cut- +5% Disarm- +10% Confus- +5% Stun/Frz- +15% Knockbk- +20% A belt that goes around your waist. |
| In main hand | Eclipse (117% power, 4 apr, darkness element)5.0 T2 staff 2H weapon [Unique] Arcane Power 117% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+4 eff.) Dmg.mod +15% temporal +15% physical +15% light +15% darkness ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
| On hands | temporal rough leather gloves of magic (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 5 temporal Ranged+ 6 temporal Dmg.mod +4% arcane +3% temporal ----- def ----- Armour +1 Resists +5% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Robes of Deflection (0 def, 7 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: Stats +3 Mag +3 Con dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Armour +7 Hardiness +30% On Spell Hit: 4% Evasion 1 This set of robes seems to shine with metallic colors. |
| Cloak | Olevor (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Str +2 Con dps ---------- Phys.pwr +6 (+5 eff.) Res.pen +20% physical ----- def ----- Defense +2 (+2 eff.) Phys.save +30 (+13 eff.) Max.HP +37.00 Heal.mod +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +15% lightning Stun/Frz- +24% Amulets can have magical properties. |
Inventory
healing infusion of the duelist (heal 82)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 82 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 16%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 16% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
biting gale rune (56 cold damage; freeze 3 turns with power 20)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 56.10 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 20 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the sneak (225 fire damage)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 224.75 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 299 for 3 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 299 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Glorussra0.1 T1 amulet jewelry [Rare] Disrupt While equipped: ----- def ----- Armour +6 Defense +9 (+9 eff.) Rng.Def +9 (+9 eff.) Resists +11% blight +1% physical +10% nature Poison- +21% Disease- +22% Silence- +5% Pinning- +5% Knockbk- +5% Amulets can have magical properties. |
copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil Amulets can have magical properties. |
gold amulet of constitution (+5)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Con Amulets can have magical properties. |
steel longsword 'Rhivon' (127% power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Rare] Master Power 127% Range: 1.4x Uses 100% Str Dmg Acid Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 40% chance to corrode armour by 30% While equipped: Stats +6 Con ----- def ----- Fatigue -4% ---------- misc Telepathy Dragon Sharp, long, and deadly. |
Crystal Shard (113% power, 4 apr, physical element)5.0 T2 staff 2H weapon [Unique] Arcane Power 113% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+5 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Gloomglamour the ash magestaff (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Rare] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 40% chance to inflict 15% damage reduction While equipped: dps ---------- Phys.crit +6.0% Spell.crit +2% Crit.mult +12.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning +6% darkness ----- def ----- Resists +6% acid +6% darkness +18% light +6% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Plague-Fire Sceptre (127% power, 4 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane Power 127% Range: 1.2x Uses 150% Mag Dmg Fire Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+9 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 15 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 109.31 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy Armour Training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +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. |
cured leather armour of stability (2 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +7% Resists +6% physical Phys.save +13 (+6 eff.) A suit of armour made of leather. |
steel shield 'Glilralaith' (6 def, 2 armour, 40 block)7.0 T2 shield armor Reqs Str 16 Heavy Armour Training 2 [Rare] Nature While equipped: Stats +2 Dex dps ---------- Res.pen +25% arcane Melee Ret 10 nature 16 blight ----- def ----- Armour +2 Defense +6 (+6 eff.) Rng.Def +6 (+6 eff.) Fatigue +8% Resists +12% nature +12% blight Max.HP +59.00 ---------- misc See.Invis +21 Telepathy Humanoid/Orc Talents +2 Block Handheld deflection devices. |
barbed quiver of ash arrows (17/17, 118% power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego] Master Power 119% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 17 Ranged+ +12 bleed On Crit: * wounds the target for 7 turns: 8 bleeding, 37% reduced healing Arrows are used with bows to pierce your foes to death. |
7 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. |
12 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. |
7 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapper's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +3 (+3 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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 psychoportation [power 27] (30 cooldown)2.0 T2 torque charm [Ego] Psionic Teleport randomly (rad 27) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
12 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. |
quick elm wand of conjuration [power 73] (8 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 36 to 73 Puts all charms on 8 cooldown 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 121] (12 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 60 to 121 Puts all charms on 12 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 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. |
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. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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 (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Keridwen the Anorithil the Shalore Anorithil level 8
10th Mirth 122nd year of Ascendancy at 17:21 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Keridwen the Anorithil the Shalore Anorithil level 18
48th Haze 122nd year of Ascendancy at 01:54 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Keridwen the Anorithil the Shalore Anorithil level 19
50th Haze 122nd year of Ascendancy at 06:38 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Keridwen the Anorithil the Shalore Anorithil level 10
13rd Dusk 122nd year of Ascendancy at 02:39 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Keridwen the Anorithil the Shalore Anorithil level 20
53rd Haze 122nd year of Ascendancy at 11:20 see stats
Lost in translation (Nightmare (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Keridwen the Anorithil the Shalore Anorithil level 4
77th Pyre 122nd year of Ascendancy at 21:23 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Keridwen the Anorithil the Shalore Anorithil level 9
9th Dusk 122nd year of Ascendancy at 05:47 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Keridwen the Anorithil the Shalore Anorithil level 20
60th Haze 122nd year of Ascendancy at 08:05 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Keridwen the Anorithil the Shalore Anorithil level 17
45th Haze 122nd year of Ascendancy at 19:34 see stats
Log
Keridwen the Anorithil casts Twilight Surge.
Keridwen the Anorithil's spell attains critical power!
Keridwen the Anorithil's spell attains critical power!
Talent Twilight Surge is ready to use.
Keridwen the Anorithil casts Twilight Surge.
Talent Twilight Surge is ready to use.
Keridwen the Anorithil casts Twilight Surge.
Keridwen the Anorithil's spell attains critical power!
Talent Twilight Surge is ready to use.
Keridwen the Anorithil casts Twilight Surge.
Keridwen the Anorithil's spell attains critical power!
Keridwen the Anorithil's spell attains critical power!
Ran for 4 turns (stop reason: taken damage).
Keridwen the Anorithil resists!
Something hits Keridwen the Anorithil for 120 cold damage.
Keridwen the Anorithil casts Moonlight Ray.
Keridwen the Anorithil hits Snow giant boulder thrower for 223 darkness damage.
Keridwen the Anorithil casts Shadow Blast.
Keridwen the Anorithil's spell attains critical power!
Keridwen the Anorithil hits Snow giant boulder thrower for 108 darkness damage.
Talent Moonlight Ray is ready to use.
Urkis, the High Tempest's Shock hits Keridwen the Anorithil for 131 lightning damage.
Keridwen the Anorithil shrugs off the effect 'Dazed'!
Snow giant boulder thrower uses Throw Boulder.
Snow giant boulder thrower hurls a huge boulder at Keridwen the Anorithil!
Keridwen the Anorithil is recovering from the damage!
Keridwen the Anorithil is knocked back!
Saving game...
















































































