










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 | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Anorithil |
| Level / Exp | 27 / 47% |
| Size | medium |
| Lifes / Deaths | Killed by elven cultist at level 27 on the 69th Haze 122nd year of Ascendancy at 13:32 / 1 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 31 (base 24) |
| Magic | 83 (base 58) |
| Willpower | 28 (base 10) |
| Cunning | 50 (base 41) |
Resources
| Mana | 326/346 |
| Negative | 40/128 |
| Vim | 204/204 |
| Life | -137/466 |
| Positive | 27/128 |
| Healing Factor | 1.1658714593978 |
| Regeneration | 3.7890822430429 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | -6.6613381477509E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
Offense: Mainhand
| Damage | 68 |
| Accuracy | 7 |
| Crit Chance | 35% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 58 |
| Crit Chance | 85% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +7% |
| Acid | +11% |
| Light | +26% |
| Darkness | +55% |
| Blight | +5% |
| Cold | +17% |
| Mind | +17% |
| All | +2% |
Offense: Damage Penetration
| Light | +5% |
| Darkness | +20% |
| Fire | +25% |
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 13 (30%) |
| Defense | 13 |
| Ranged Defense | 13 |
| Fatigue | 7 |
| Physical Save | 24 |
| Spell Save | 32 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 32%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 30%( 70%) |
| Light | + 28%( 70%) |
| Temporal | + 22%( 70%) |
| Mind | + 38%( 70%) |
| Nature | + 28%( 70%) |
Defense: Immunities
| Stun Resistance | 24% |
| Confusion Resistance | 45% |
| Blind Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (3/3)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 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 336 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 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 104 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. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 660% 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. |
Class Talents
| Celestial / Star fury | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Celestial / Eclipse | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Celestial / Glyphs | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Celestial / Sunlight | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Hymns | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 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 |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. 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.' * You've found the needed naga tongue. * You've found the needed pouch of bone giant dust. | 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 within2 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 |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | brass lantern of the sun2.0 T1 lite [Ego+] Arcane While equipped: dps ---------- Dmg.mod +6% light ----- def ----- Resists +6% darkness Affinity +5% light ---------- misc Light +5 Sun Flare: Puts all charms on 30 cooldown Level 5.9 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 256.45 light damage. At talent level 3 you gain 39% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. 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 | clarifying linen wizard hat of light (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% light ----- def ----- Defense +1 (+1 eff.) Resists +15% light Mind.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
| Tool | dwarven-steel pickaxe of quickening (dig speed 23 turns)3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Singevagrant0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil +2 Mag dps ---------- Spell.crit +2% Dmg.mod +9% acid Res.pen +25% fire On Hit (Melee): * 20% chance to reduce armor by 38% ----- def ----- Mind.save +13 (+4 eff.) Confus- +35% ---------- misc Mana/s.crit +2.00 Rings make your fingers look great! |
| On fingers | steel ring 'Dazzlekiller'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Mag +2 Cun +2 Con dps ---------- Res.pen +5% light ----- def ----- Resists +12% mind HP.reg +3.00 Stun/Frz- +24% Rings make your fingers look great! |
| Around waist | Sootbreaker the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: ----- def ----- Armour +7 Defense +7 (+7 eff.) Resists +3% acid +9% temporal +12% darkness +5% arcane Phys.save +13 (+6 eff.) Blind- +10% A belt that goes around your waist. |
| In main hand | Fogransom (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Rare] Master 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: Stats +3 Mag dps ---------- Spell.crit +18% Crit.mult +19.00% Spell.pwr +15 (+4 eff.) Dmg.mod +3% blight +30% darkness +3% light On Hit (Melee): * 20% chance to reduce damage dealt by 17% ---------- misc Vim/s.crit +2.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Galesafang (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Dex +3 Wil +3 Con dps ---------- Phys.crit +8.0% Spell.crit +16% Mind.crit +7% Crit.mult +5.00% Spell.pwr +6 (+2 eff.) Melee+ 8 nature Dmg.mod +5% nature ----- def ----- Armour +2 Resists +6% nature Crit.dmg- 10.00% ---------- misc Mana/turn +0.21 Unarmed combat: Power 22.0 - 24.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +9.0% Atk.spd 100% Melee+ +7 arcane On Crit.r2 +8 nature On Hit: 10% Venomous Breath 3 On Hit: 10% Elemental Bolt 3 On Crit: 20% Cripple 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | woollen robe 'Doursorrow' (0 def, 0 armour)2.0 T2 cloth armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% mind +15% darkness Res.pen +20% darkness +15% temporal Melee Ret 4 darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +15% mind +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | cashmere cloak 'Poresebeth' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +4 Mag +5 Wil +2 Con dps ---------- Spell.crit +6% Spell.pwr +10 (+3 eff.) ----- def ----- Defense +2 (+2 eff.) Spell.save +6 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet of the eclipse0.1 T2 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 7 light 5 darkness Dmg.mod +5% light +8% darkness On Melee Ret: * 8% chance to reduce damage dealt by 17% * 5% chance to blind Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature 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 nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Arcwyrd0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +3% blight Res.pen +25% lightning ----- def ----- Resists +3% lightning +6% nature +3% blight Amulets make your neck look great! |
Glorera the Oakrace0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +6 Dex +6 Cun dps ---------- Res.pen +10% nature On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ---------- misc See.Invis +9 Amulets make your neck look great! |
stabilizing copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% temporal Pinning- +20% Knockbk- +22% Amulets make your neck look great! |
Glorevena0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Dex +1 Wil dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +10% acid ----- def ----- Armour +6 Resists +20% acid Rings make your fingers look great! |
Glorobrena the Hailjeer0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +7 (+3 eff.) Dmg.mod +12% darkness +9% fire Res.pen +20% cold Melee Ret 4 fire 10 cold Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 13.33 cold and 11.62 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
copper ring 'Zanedosta'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Crit.mult +5.00% Acc +6 (+6 eff.) ----- def ----- Resists +3% blight Crit.dmg- 15.00% Phys.save +9 (+4 eff.) Heal.mod +5% Rings make your fingers look great! |
mule's steel ring of darkness (+24%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +12% darkness ----- def ----- Fatigue -5% Resists +24% darkness ---------- misc Max.enc +24 Rings make your fingers look great! |
psionicist's copper ring of nature (+20%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Mind.save +6 (+2 eff.) Rings make your fingers look great! |
steel ring of clarity0.1 T2 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) Confus- +26% Rings make your fingers look great! |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings make your fingers look great! |
Iceshine (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Rare] 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 +12 (+3 eff.) Dmg.mod +12% cold +12% mind +25% fire Res.pen +15% mind +10% temporal On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Resists +12% temporal Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.29 Max.mana +69.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Bregonarimnir the Ebonycrack (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Dex +2 Cun dps ---------- Apr +3 On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Defense +1 (+1 eff.) Resists +3% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glintstreak the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% light ----- def ----- Defense +1 (+1 eff.) Resists +6% acid Mind.save +6 (+2 eff.) HP.reg +4.00 Stun/Frz- +10% Knockbk- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 0 armour)2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 2.5 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 8 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 147.84 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Robes of Deflection (0 def, 7 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Armour +7 Hardiness +30% Resists +7% all On Spell Hit: 4% Evasion 1 This set of robes seems to shine with metallic colors. |
Eryvon the pair of dwarven-steel boots (4 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +6 Dex +2 Mag +2 Cun +8 Con ----- def ----- Armour +4 Defense +4 (+4 eff.) Fatigue +3% ---------- misc See.Invis +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Goreruihir' (0 def, 16 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Str +3 Con dps ---------- On Hit (Melee): * 20% chance to reduce armor by 38% ----- def ----- Armour +16 Fatigue +3% HP.reg +5.00 Heal.mod +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Rainhack the rough leather gloves (0 def, 7 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Res.pen +10% nature Acc +5 (+5 eff.) ----- def ----- Armour +7 Resists +3% darkness Phys.save +6 (+3 eff.) Mind.save +9 (+3 eff.) Disarm- +21% ---------- misc Light +2 Unarmed combat: Power 6.0 - 6.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Perfect Control 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
linen wizard hat 'Goryldil' (6 def, 2 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Phys.crit +1.0% Apr +2 ----- def ----- Armour +2 Defense +6 (+6 eff.) Resists +6% lightning +6% temporal A pointy cloth hat, very wizardly... |
rejuvenating rough leather armour of the deep (3 def, 3 armour)9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +3 Defense +3 (+3 eff.) Fatigue +6% Resists +5% acid +6% cold HP.reg +2.50 ---------- misc Stam/turn +0.50 Breathe water A suit of armour made of leather. |
barbed quiver of elven-wood arrows of accuracy (19/19, 51-71 power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Ego+] Master Power 51.0 - 71.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +20 Apr +14 Crit +10.5% Capacity 19 On Crit: * Wound the target dealing 128 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
8 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. |
92 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 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. |
10 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Bileg (dig speed 23 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +8 Cun +2 Con dps ---------- Mind.pwr +10 (+5 eff.) Acc +6 (+6 eff.) ----- def ----- Defense +10 (+8 eff.) ---------- misc Hate/m.crit +2.00 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Nerisenor the dwarven-steel pickaxe (dig speed 24 turns)3.0 T3 digger tool [Rare] Arcane While equipped: Stats +8 Str +9 Wil dps ---------- Phys.crit +8.0% Mind.crit +14% ----- def ----- Die.at -40.00 life ---------- misc Max.stam +30.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Obsidianfoe (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature +6% darkness Res.pen +5% cold On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Resists +3% cold +11% nature +3% darkness While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of Reknor (dig speed 19 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Resists +6% darkness +6% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
2022 Little Gems0.0 T3 gift gem [Legendary] Unknown While carried: Light +2 Explode a sphere. Uses 1 power out of 2022/2022 A set of 2022 tiny explosive spheres. |
2 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. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 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. |
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? |
brass lantern 'Muneg'2.0 T1 lite [Rare] Master While equipped: Stats +3 Str +2 Mag dps ---------- Acc +5 (+5 eff.) Apr +1 ----- def ----- Armour +6 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
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 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. |
Hailquill the elm totem of stinging [power 122] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +7 Str dps ---------- Phys.pwr +10 (+5 eff.) Acc +10 (+10 eff.) Apr +2 Melee Ret 10 cold Sting an enemy dealing 131 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
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. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+8 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+8 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 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. |
9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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 (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Wix the Shalore Anorithil level 15
29th Dusk 122nd year of Ascendancy at 16:19 see stats
Don't Poosh it! (Nightmare (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Wix the Shalore Anorithil level 20
25th Haze 122nd year of Ascendancy at 14:35 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Wix the Shalore Anorithil level 24
58th Haze 122nd year of Ascendancy at 23:10 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Wix the Shalore Anorithil level 19
5th Haze 122nd year of Ascendancy at 05:40 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Wix the Shalore Anorithil level 21
32nd Haze 122nd year of Ascendancy at 23:02 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Wix the Shalore Anorithil level 10
7th Mirth 122nd year of Ascendancy at 17:47 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Wix the Shalore Anorithil level 20
6th Haze 122nd year of Ascendancy at 00:25 see stats
Lost in translation (Nightmare (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Wix the Shalore Anorithil level 4
77th Pyre 122nd year of Ascendancy at 09:25 see stats
Merry wintertide! (Nightmare (Roguelike) difficulty)
Finish the Santascape event and free the little helper elves.By Wix the Shalore Anorithil level 18
78th Dusk 122nd year of Ascendancy at 00:27 see stats
Santassacre! (Nightmare (Roguelike) difficulty)
Killed the little helper elves after saving them!By Wix the Shalore Anorithil level 18
78th Dusk 122nd year of Ascendancy at 02:00 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Wix the Shalore Anorithil level 19
4th Haze 122nd year of Ascendancy at 06:29 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Wix the Shalore Anorithil level 27
69th Haze 122nd year of Ascendancy at 13:32 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Wix the Shalore Anorithil level 8
3rd Mirth 122nd year of Ascendancy at 20:58 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 Wix the Shalore Anorithil level 26
64th Haze 122nd year of Ascendancy at 07:34 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Wix the Shalore Anorithil level 14
4th Dusk 122nd year of Ascendancy at 10:32 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Wix the Shalore Anorithil level 27
69th Haze 122nd year of Ascendancy at 10:33 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Wix the Shalore Anorithil level 16
69th Dusk 122nd year of Ascendancy at 22:13 see stats
Log
Wix casts Shadow Blast.
Wix's spell attains critical power!
Wix hits Elven cultist for (214 stormshielded), 0 darkness (0 total damage).
Wix hits Something for 344 darkness damage.
Rotting Disease from Elven cultist hits Wix for 102 blight damage.
Wix's Corona hits Elven cultist for (52 stormshielded), 0 darkness (0 total damage).
Wix's Corona hits Elven cultist for (84 stormshielded), 0 light (0 total damage).
Elven cultist's stormshield is out of charges and disspitates!.
Elven cultist's storm dissipates.
Wix's darkness area effect hits Elven cultist for (107 stormshielded), 0 darkness (0 total damage).
Wix's darkness area effect hits Elven warrior for 177 darkness damage.
Elven cultist casts Soul Rot.
Elven cultist's spell attains critical power!
Wix casts Darkest Light.
Wix's spell attains critical power!
Wix's spell attains critical power!
Elven cultist vanishes from sight.
Elven cultist deactivates Secrets of the Eternals.
Wix's Corona hits Elven cultist for 84 light damage.
Elven warrior vanishes from sight.
Elven warrior deactivates Secrets of the Eternals.
Personal New Achievement: That was close (Nightmare (Roguelike) difficulty)!
Wix HEALS from light damage!
Shrouded in Darklight from Wix hits Elven cultist for 138 light, 86 darkness (224 total damage).
Shrouded in Darklight from Wix hits Elven warrior for 158 light, 142 darkness (300 total damage).
Elven cultist's Soul Rot hits Wix for 131 light, 7 healing, 127 darkness, 158 blight (416 total damage) [7 healing].
Shrouded in Darklight from Wix killed Elven warrior!
Rotting Disease from Elven cultist hits Wix for 26 light damage.
Wix the level 27 shalore anorithil was seared to death by an elven cultist on level 4 of Dark crypt.




































































































