










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Wyrmic |
| Level / Exp | 26 / 95% |
| Size | medium |
| Lifes / Deaths | Killed by corrupted elven guard at level 26 on the 63rd Regrowth 123rd year of Ascendancy at 16:47 / 1 |
Primary Stats
| Strength | 64 (base 57) |
| Dexterity | 15 (base 10) |
| Constitution | 12 (base 11) |
| Magic | 13 (base 10) |
| Willpower | 73 (base 49) |
| Cunning | 27 (base 10) |
Resources
| Life | -209/804 |
| Mana | 280/565 |
| Stamina | 283/332 |
| Equilibrium | 52 |
| Healing Factor | 1.5191526171257 |
| Regeneration | 25.571257617966 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
Offense: Mainhand
| Damage | 110 |
| Accuracy | 47 |
| Crit Chance | 25% |
| APR | 23 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +8% |
| Light | +27% |
| Blight | +10% |
| Physical | +10% |
| Nature | +10% |
| All | +2% |
Offense: Damage Penetration
| Mind | +5% |
| Physical | +12% |
Defense: Base
| Armour (hardiness) | 27 (30%) |
| Defense | 39 |
| Ranged Defense | 42 |
| Fatigue | 17 |
| Physical Save | 37 |
| Spell Save | 30 |
| Mental Save | 38 |
Defense: Resistances
| Cold | + 28%( 70%) |
| Darkness | + 28%( 70%) |
| Light | + 30%( 70%) |
| Nature | + 30%( 70%) |
| Blight | + 62%( 70%) |
| Physical | + 8%( 70%) |
| Mind | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Bleed Resistance | 20% |
| Confusion Resistance | 10% |
| Stun Resistance | 10% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 585% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 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 16% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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 192 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 635% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength 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 186 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Shield offense | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 309. | 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. | 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 precision. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed chunk of ghoul flesh. * You've found the needed xorn fragment. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed pouch of bone giant dust. 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 skeleton mage skull. * You've found the needed vampire lord fang. * You've found the needed length of troll intestine. 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 vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed honey tree root. | 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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Chalaneg' (0 def, 8 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +6% acid On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +8 Fatigue +3% Phys.save +8 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+3 eff.) Max.HP +40.00 Cut- +20% Pinning- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | 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.(129 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Ravenspitter the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Wil +1 Con dps ---------- Res.pen +5% mind ----- def ----- Armour +3 Fatigue +5% Resists +3% darkness +6% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Radiancestalker the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Phys.crit +5.0% Crit.mult +10.00% Melee+ 8 blight Dmg.mod +8% blight +15% light ----- def ----- Armour +2 Fatigue +3% Resists +7% blight Die.at -80.00 life ---------- misc Light +2 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. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 5 turns) A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | pixie's steel ring of misery0.1 T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Cun +3 Mag dps ---------- Spell.pwr +6 (+3 eff.) Melee+ 13 physical Ranged+ 10 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 33 On Hit (Ranged): * 12% chance to reduce all saves and defense by 33 ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| Around neck | Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.6 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 311 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | Ulfylin the dwarven-steel mace (131% power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Arcane/Master/Psionic Power 131% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +9 cold On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +12% physical Acc +5 (+2 eff.) Apr +9 ----- def ----- Defense +15 (+5 eff.) Resists +10% blight +2% physical ---------- misc Stam/turn +2.00 Blunt and deadly. It was hardened by the digestive sack. |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Black Mesh (8 def, 2 armour, 150% power, 120 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 150% Range: 1.2x Uses 40% Wil, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +120 While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+3 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
| Cloak | Emelethra (12 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Defense +12 (+4 eff.) Phys.save +6 (+3 eff.) Spell.save +3 (+1 eff.) Heal.mod +5% Disarm- +20% Stun/Frz- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+3 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+6 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Xerudathra (135% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Rare] Nature Power 136% Range: 1.3x Uses 40% Wil, 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +4 arcane +20 temporal While equipped: Stats +10 Str +10 Dex +11 Mag +9 Wil +7 Cun +7 Con dps ---------- S.pwr/crit +10 Dmg.mod +3% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 33 ---------- misc Mana/turn +0.16 Sharp, short and deadly. |
chilling dwarven-steel dagger of erosion (118% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane/Nature Power 118% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 nature +5 cold Sharp, short and deadly. |
stralite dagger of shearing (132% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Master Power 133% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +8% all Acc +15 (+5 eff.) Apr +8 Sharp, short and deadly. |
hateful stralite greatsword of massacre (172% power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Master/Psionic Power 173% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +24 darkness Against +17% Living Massive two-handed swords. |
manaburning stralite mace of massacre (153% power, 5 apr)3.0 T4 mace 1H weapon [Ego] Disrupt/Master Power 154% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 16 arcane resource burn Blunt and deadly. |
cruel yew magestaff of might (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane/Master Power 121% Range: 1.2x Uses 80% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +17% Crit.mult +12.00% Spell.pwr +9 (+5 eff.) Dmg.mod +20% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
stormbringer's stralite waraxe of persecution (142% power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Nature/Disrupt Power 143% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Against +10% Unnatural On Crit.r2 +25 lightning +12 cold While equipped: Stats +4 Wil dps ---------- Mov.spd +29% Res.pen +9% lightning +9% cold One-handed war axes. |
nightruned rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight +6% light +6% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 A pair of boots made of leather. |
Frost's kiss (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 8 cold Dmg.mod +5% cold Res.pen +15% arcane ----- def ----- Armour +2 Fatigue +3% Resists +35% cold +9% darkness +5% arcane 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. |
hardened leather gloves 'Cystblow' (0 def, 17 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Melee+ 7 physical Dmg.mod +3% nature +5% physical ----- def ----- Armour +17 Resists +3% darkness Die.at -80.00 life 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. |
aegis cashmere wizard hat of the mind (+12%) (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane/Psionic While equipped: dps ---------- Dmg.mod +12% mind ----- def ----- Defense +2 (+1 eff.) Resists +12% mind Shield.pwr +8% HP.reg +3.20 A pointy cloth hat, very wizardly... |
reinforced leather armour of command (21 def, 10 armour)9.0 T4 light armor [Ego+] Psionic While equipped: Stats +3 Cun ----- def ----- Armour +10 Defense +21 (+7 eff.) Fatigue +8% Mind.save +16 (+6 eff.) A suit of armour made of leather. |
Halorekor the Infernojustice (0 def, 10 armour, 178% power, 202.5 block)7.0 T5 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 178% Range: 1.2x Uses 40% Wil, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +202 Melee+ +12 fire On Hit.r1 +8 nature While equipped: dps ---------- Dmg.mod +6% mind Res.pen +25% fire On Melee Ret: * 29% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +10 Fatigue +8% Resists +12% fire +12% nature +15% temporal ---------- misc Talents +1 Block Handheld deflection devices. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con 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. |
cleansing stralite torque of gale force [power 305] (15 cooldown)2.0 T4 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 336 physical damage Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
quick stralite torque of psionic shield [power 69] (19 cooldown)2.0 T4 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 69 for 5 turns Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
Belyba the Shadebone [power 165] (25 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +3 Wil dps ---------- Crit.mult +5.00% Dmg.mod +3% darkness Res.pen +5% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 27% ----- def ----- Spell.save +9 (+4 eff.) ---------- misc Psi/ret +0.12 Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 330 Base Damage: 182 Armor: 11 All Resist: 0 Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Snoop Wyrmy Wyrm the Cornac Wyrmic level 23
3rd Regrowth 123rd year of Ascendancy at 19:28 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Snoop Wyrmy Wyrm the Cornac Wyrmic level 15
18th Dusk 122nd year of Ascendancy at 13:19 see stats
Don't Poosh it! (Nightmare (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Snoop Wyrmy Wyrm the Cornac Wyrmic level 24
30th Regrowth 123rd year of Ascendancy at 01:07 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Snoop Wyrmy Wyrm the Cornac Wyrmic level 20
70th Haze 122nd year of Ascendancy at 20:49 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Snoop Wyrmy Wyrm the Cornac Wyrmic level 15
7th Dusk 122nd year of Ascendancy at 20:34 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Snoop Wyrmy Wyrm the Cornac Wyrmic level 10
4th Mirth 122nd year of Ascendancy at 11:24 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Snoop Wyrmy Wyrm the Cornac Wyrmic level 20
52nd Haze 122nd year of Ascendancy at 15:28 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Snoop Wyrmy Wyrm the Cornac Wyrmic level 19
34th Haze 122nd year of Ascendancy at 19:50 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Snoop Wyrmy Wyrm the Cornac Wyrmic level 14
6th Dusk 122nd year of Ascendancy at 10:19 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Snoop Wyrmy Wyrm the Cornac Wyrmic level 10
7th Mirth 122nd year of Ascendancy at 15:58 see stats
The Rat Lich (Nightmare (Roguelike) difficulty)
Killed the terrible Rat Lich.By Snoop Wyrmy Wyrm the Cornac Wyrmic level 21
80th Haze 122nd year of Ascendancy at 14:25 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Snoop Wyrmy Wyrm the Cornac Wyrmic level 24
32nd Regrowth 123rd year of Ascendancy at 23:59 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Snoop Wyrmy Wyrm the Cornac Wyrmic level 10
6th Mirth 122nd year of Ascendancy at 06:07 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Snoop Wyrmy Wyrm the Cornac Wyrmic level 24
32nd Regrowth 123rd year of Ascendancy at 10:43 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Snoop Wyrmy Wyrm the Cornac Wyrmic level 23
3rd Regrowth 123rd year of Ascendancy at 15:27 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Snoop Wyrmy Wyrm the Cornac Wyrmic level 17
74th Dusk 122nd year of Ascendancy at 04:43 see stats
Log
Snoop Wyrmy Wyrm misses Corrupted elven guard.
Corrupted elven guard no longer seems to be in sync with his ally.
Corrupted elven guard recovers sight.
Snoop Wyrmy Wyrm casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Snoop Wyrmy Wyrm's deep wound closes.
Talent Assault is ready to use.
Acid Splash from Corrupted elven guard hits Snoop Wyrmy Wyrm for 18 acid damage.
Snoop Wyrmy Wyrm uses Assault.
Snoop Wyrmy Wyrm performs a melee critical strike against Corrupted elven guard!
The shield around corrupted elven guard crumbles.
Snoop Wyrmy Wyrm performs a melee critical strike against Corrupted elven guard!
Snoop Wyrmy Wyrm hits Corrupted elven guard for (50 absorbed), 0 physical, (11 absorbed), 0 physical, 0 arcane, (19 absorbed), 0 light, (10 absorbed), 0 blight, (109 absorbed), 81 physical, 8 cold, 9 physical, 0 arcane, 15 light, 8 blight, 173 physical, 8 cold, 9 physical, 0 arcane, 15 light, 8 blight (332 total damage).
Corrupted elven guard uses Dual Strike.
Corrupted elven guard performs a melee critical strike against Snoop Wyrmy Wyrm!
Snoop Wyrmy Wyrm is cut deeply.
Snoop Wyrmy Wyrm is stunned!
Corrupted elven guard performs a melee critical strike against Snoop Wyrmy Wyrm!
Snoop Wyrmy Wyrm HEALS from nature damage!
Corrupted elven guard hits Snoop Wyrmy Wyrm for 224 physical, 6 cold, 6 mind, 10 lightning, 426 physical, 5 nature, 6 mind, 10 lightning (692 total damage).
Melee retaliation hits Corrupted elven guard for 29 cold, 12 cold (41 total damage).
Corrupted elven guard uses Skullcracker.
Snoop Wyrmy Wyrm wanders around!
Corrupted elven guard hits Snoop Wyrmy Wyrm for 277 physical, 7 mind, 13 lightning (297 total damage).
Melee retaliation hits Corrupted elven guard for 12 cold damage.
Snoop Wyrmy Wyrm is no longer afraid of the horrors attacking him.
Deep Wound from Corrupted elven guard hits Snoop Wyrmy Wyrm for 70 physical damage.
Snoop Wyrmy Wyrm the level 26 cornac wyrmic was tortured to death by corrupted elven guard on level 2 of Dark crypt.
Corrupted elven guard prepares for the next kill!




















































































