














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This 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 Possessor Bonus Class 1.7.4Donators/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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 28 / 33% |
| Size | big |
| Lifes / Deaths | Killed by Liz at level 26 on the 49th Retaking 124th year of Ascendancy at 11:28 / 3Killed by Fardaspedi the shalore at level 28 on the 4th Revenge 124th year of Ascendancy at 02:45 Killed by Liz at level 28 on the 4th Revenge 124th year of Ascendancy at 04:34 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 27 (base 25) |
| Magic | 80 (base 60) |
| Willpower | 58 (base 37) |
| Cunning | 24 (base 11) |
Resources
| Life | 201/389 |
| Mana | 339/529 |
| Steam | 100/100 |
| Soul | 3/12 |
| Healing Factor | 1.1386945338482 |
| Regeneration | 0.28467363346206 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +65% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 32 |
| Accuracy | 5 |
| Crit Chance | 8% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 56 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +12% |
| Darkness | +31% |
| Light | +33% |
| Fire | +15% |
| Cold | +43% |
| Arcane | +5% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Cold | +49% |
| Light | +21% |
| All | +11% |
Defense: Base
| Armour (hardiness) | 15 (30%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 0 |
| Physical Save | 17 |
| Spell Save | 50 |
| Mental Save | 43 |
Defense: Resistances
| Darkness | + 46%( 70%) |
| Nature | + 35%( 70%) |
| Cold | + 70%( 70%) |
| Blight | + 10%( 70%) |
| Fire | + 27%( 70%) |
| Mind | + 21%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 100% |
| Teleport Resistance | 10% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 205 damage for 4 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 34 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (672 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Glacial waste | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Spell / Grave | 1.60 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Lich | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | insulating pair of dwarven-steel boots of speed (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +4 Fatigue +3% Resists +6% fire +7% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 443 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
| On head | Glacierwreath the hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire +12% light +9% cold Res.pen +15% cold ----- def ----- Armour +3 Fatigue +3% Resists +10% fire +20% cold ---------- misc Light +2 A hat made of leather. Very stylish. |
| Tool | ash totem of healing [power 194] (4/15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | psionicist's gold ring of darkness (+22%)0.1 T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Mind.save +8 (+3 eff.) Rings make your fingers look great! |
| On fingers | conjurer's gold ring of nature (+24%)0.1 T3 ring jewelry [Ego+] Arcane/Nature While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +12% nature ----- def ----- Resists +24% nature Rings make your fingers look great! |
| Around waist | Glowrupture1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Dmg.mod +21% light +9% mind Res.pen +10% light ----- def ----- Resists +15% mind Spell.save +8 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | Poriwen (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Crit.mult +22.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness ----- def ----- Resists +6% nature +3% blight Die.at -80.00 life Silence- +20% Teleport- +10% ---------- misc Stam/turn +3.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Winterfear (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +9% fire +5% arcane +9% cold Res.pen +5% cold Melee Ret 8 cold ----- def ----- Armour +2 Fatigue +3% Resists +6% fire ---------- misc Talents +1 Sand Shredder Unarmed combat: Power 22.0 - 30.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +8 arcane On Crit.r2 +7 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
| Cloak | thick linen cloak of Iron Throne (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+7 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
enhanced dwarven-steel battleaxe of ruin (34-50 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego++] Nature/Master Power 33.5 - 50.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +12 Str +7 Dex +9 Mag +9 Wil +12 Cun +9 Con dps ---------- Phys.crit +12.0% Crit.mult +31.00% Apr +12 Massive two-handed battleaxes. |
arcing stralite greatsword of massacre (58-93 power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego] Arcane/Master Power 58.0 - 92.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 95 damage Massive two-handed swords. |
warbringer's stralite greatsword of phasing (46-74 power, 16 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego+] Arcane/Master Power 46.5 - 74.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +16 Crit +4.5% Atk.spd 100% Phasing +20% While equipped: Stats +3 Con dps ---------- Phys.pwr +13 (+7 eff.) Res.pen +13% physical ----- def ----- Disarm- +21% Massive two-handed swords. |
Glareglamour (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Random Unique] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +22% Crit.mult +28.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness +12% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Phys.save +5 (+4 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+2 eff.) ---------- misc Max.P.En +10.00 Max.N.En +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood starstaff of channeling (25-30 power, 5 apr, temporal element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +24 (+7 eff.) Dmg.mod +25% temporal ---------- misc Mana/turn +0.32 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
imbued dragonbone starstaff (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+5 eff.) Dmg.mod +30% darkness ---------- misc Talents +1 Command Staff On Spell Hit: 10% Drain 2 Staves designed for wielders of magic, by the greats of the art. |
magelord's ash magestaff of greater warding (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Ego++] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +2% Spell.pwr +11 (+4 eff.) Melee+ 20 arcane Dmg.mod +15% arcane ----- def ----- Armour +8 Defense +8 (+4 eff.) ---------- misc Max.mana +20.00 Wards +3 arcane Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
noble's hardened leather belt of burglary1.0 T3 belt armor [Ego++] Master While equipped: Stats +4 Dex +5 Wil +8 Cun +7 Lck dps ---------- Against +29% Summoned ----- def ----- D.Red.from +17% Summoned Stealth +7 ---------- misc T.Disarm +10 Infravis +4 A belt that goes around your waist. |
murderer's cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +5 (+5 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
ancient silk robe of power (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +7 Mag dps ---------- Spell.pwr +14 (+4 eff.) Dmg.mod +15% temporal +21% physical +8% all Res.pen +9% temporal +11% physical ----- def ----- Resists +13% all Anom.red +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dispeller's elven-silk robe of light (+8%) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +25% light ----- def ----- Resists +8% lightning +9% darkness +45% light +10% blight +6% fire +8% cold +15% all Phys.save +16 (+9 eff.) Spell.save +34 (+11 eff.) Mind.save +16 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dispeller's silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane/Nature While equipped: ----- def ----- Resists +10% lightning +8% darkness +6% light +14% blight +7% fire +9% cold +13% all Phys.save +15 (+9 eff.) Spell.save +22 (+7 eff.) Mind.save +17 (+6 eff.) Max.HP +76.00 HP.reg +2.30 Heal.mod +17% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering silk robe of darkness (+22%) (0 def, 0 armour)2.0 T4 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +15% darkness +14% arcane ----- def ----- Resists +22% darkness +13% all ---------- misc Max.mana +25.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Adorewen the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Master While equipped: Stats +6 Cun +2 Con dps ---------- Mind.pwr +10 (+5 eff.) ----- def ----- Armour +3 Fatigue -4% Phys.save +19 (+11 eff.) Mind.save +16 (+6 eff.) ---------- misc Max.enc +25 Stam/turn +0.50 Max.stam +10.00 A pair of boots made of leather. |
wanderer's pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Cun +3 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +15 (+9 eff.) Mind.save +15 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restful hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +11 (+6 eff.) ----- def ----- Armour +2 HP.reg +1.00 ---------- misc Stam/turn +1.00 Max.stam +10.00 Unarmed combat: Power 19.5 - 21.5 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Mirestinger (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +3 Wil +3 Con dps ---------- Phys.crit +1.0% Phys.pwr +5 (+3 eff.) Res.pen +10% physical On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Armour +4 Fatigue +4% Resists +8% blight Mind.save +8 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yaragondil (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Str +7 Wil +5 Cun dps ---------- Mind.crit +2% Phys.pwr +7 (+4 eff.) Dmg.mod +6% mind ----- def ----- Armour +3 Fatigue +3% Resists +8% physical Phys.save +8 (+5 eff.) ---------- misc Max.hate +10.00 A cap made of leather. |
cleansing hardened leather cap of constitution (+4) (0 def, 3 armour)2.0 T3 head armor [Ego] Disrupt/Master While equipped: Stats +4 Con ----- def ----- Armour +3 Fatigue +3% Resists +6% nature +7% blight A cap made of leather. |
stabilizing cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +4 Wil ----- def ----- Defense +2 (+1 eff.) Phys.save +8 (+5 eff.) A pointy cloth hat, very wizardly... |
enlightening cured leather armour of Eyal (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego++] Nature/Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Mind.save +13 (+5 eff.) Max.HP +26.00 HP.reg +2.00 Heal.mod +10% Disease- +15% A suit of armour made of leather. It was changed by the digestive sack. |
35 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
13 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. |
25 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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. |
11 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+3 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. |
31 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. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 134.68 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 134.68 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
28 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 363/400 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. |
8 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. |
34 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. |
Achievements
Across the Narrow Sea (Nightmare (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Liz the Orc Necromancer level 14
27th Retaking 124th year of Ascendancy at 04:07 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Liz the Orc Necromancer level 10
16th Retaking 124th year of Ascendancy at 09:04 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Liz the Orc Necromancer level 20
40th Retaking 124th year of Ascendancy at 05:53 see stats
Lichform (Nightmare (Roguelike) difficulty)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Liz the Lich Necromancer level 26
49th Retaking 124th year of Ascendancy at 11:28 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Liz the Orc Necromancer level 23
49th Retaking 124th year of Ascendancy at 02:03 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Liz the Orc Necromancer level 11
17th Retaking 124th year of Ascendancy at 16:40 see stats
This will make a big Omelette! (Nightmare (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Liz the Orc Necromancer level 23
48th Retaking 124th year of Ascendancy at 18:33 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Liz the Orc Necromancer level 18
33rd Retaking 124th year of Ascendancy at 14:19 see stats
Log
Liz resists the knockback!
Fardaspedi the shalore's prismatic repulsion area effect hits Liz for 13 light, 5 darkness (18 total damage).
Liz is knocked back!
Liz is knocked back!
Fardaspedi the shalore's prismatic repulsion area effect hits Liz for 13 light, 5 darkness, 13 light, 5 darkness (36 total damage).
Liz unleashes a blast of frostdusk as she crosses the veil!
Talent Consume Soul is ready to use.
Liz activates her ash totem of healing!
Liz receives 221 healing.
Liz unleashes a blast of frostdusk as she crosses the veil!
Liz picks up (f.): magelord's ash magestaff of greater warding (15-18 power, 3 apr, arcane element).
Liz picks up (h.): ancient silk robe of power (0 def, 0 armour).
Liz picks up (c.): arcing stralite greatsword of massacre (58-93 power, 3 apr).
Liz picks up (h.): noble's hardened leather belt of burglary.
Liz picks up (s.): stabilizing cashmere wizard hat (2 def, 0 armour).
Liz picks up (k.): dispeller's elven-silk robe of light (+8%) (0 def, 0 armour).
Liz picks up (d.): warbringer's stralite greatsword of phasing (46-74 power, 16 apr).
Liz picks up (c.): enhanced dwarven-steel battleaxe of ruin (34-50 power, 2 apr).
Resting starts...
Talent Impending Doom is ready to use.
Talent Dire Plague is ready to use.
Rested for 4 turns (stop reason: died).
Liz roars triumphantly.
Liz the level 28 lich necromancer failed to complete the lich ressurection ritual on level 1 of Ambush!.





















































































































