










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 | Doomelf |
| Class | Anorithil |
| Level / Exp | 22 / 82% |
| Size | medium |
| Lifes / Deaths | Killed by Badaval the Bringer of Doom at level 22 on the 15th Haze 122nd year of Ascendancy at 06:19 / 1 |
Primary Stats
| Strength | 25 (base 10) |
| Dexterity | 17 (base 10) |
| Constitution | 33 (base 29) |
| Magic | 64 (base 51) |
| Willpower | 22 (base 10) |
| Cunning | 28 (base 28) |
Resources
| Life | -163/437 |
| Positive | 34/113 |
| Negative | 12/113 |
| Healing Factor | 1.2789294477288 |
| Regeneration | 5.4354501528473 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -3.1974423109205E-12% |
| Spell | -2.3536728122053E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 11 |
| Crit Chance | 11% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +61% |
| Light | +31% |
| Arcane | +11% |
| Fire | +6% |
| All | +6% |
Offense: Damage Penetration
| Darkness | +10% |
| Acid | +25% |
Defense: Base
| Armour (hardiness) | 24 (30%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 31 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Arcane | + 22%( 70%) |
| Cold | + 26%( 70%) |
| All | + 15%( 70%) |
| Physical | + 16%( 70%) |
| Darkness | + 31%( 70%) |
| Light | + 63%( 70%) |
| Temporal | + 28%( 70%) |
| Mind | + 27%( 70%) |
| Lightning | + 20%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 25% |
| Teleport Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 10% |
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 108 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 92 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: 1.0 Infusion: MovementUse 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 increase movement speed by 421% 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. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Celestial / Glyphs | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Celestial / Sunlight | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Race / Doomelf | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Heart of the Gloom. Escort: lost sun paladin (level 2 of Heart of the Gloom)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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed warg claw. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | 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 within3 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 | Nightschism (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +3% darkness ----- def ----- Armour +1 Resists +3% acid +6% temporal +3% cold Spell.save +9 (+4 eff.) Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| 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.(72 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Xeremissra (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Spell.crit +2% Dmg.mod +11% darkness Melee Ret 8 blight ----- def ----- Defense +1 (+0 eff.) Resists +3% temporal +16% darkness +9% nature Crit.dmg- 10.00% Spell.save +3 (+1 eff.) Die.at -40.00 life A pointy cloth hat, very wizardly... |
| Tool | dwarven-steel pickaxe 'Unlighthunter' (dig speed 24 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +21% darkness Res.pen +10% darkness +25% acid ----- def ----- Resists +6% lightning +3% darkness ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | warrior's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
| On fingers | warrior's steel ring of light (+24%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +12% light ----- def ----- Armour +8 Resists +24% light Rings make your fingers look great! |
| Around waist | Jaw of Rogroth1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
| In main hand | Faletorek (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Random Unique] Arcane/Nature 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 +3% Spell.pwr +13 (+5 eff.) Dmg.mod +20% darkness Phasing +15% ----- def ----- Defense +26 (+13 eff.) Resists +5% arcane Shield.pwr +8% Disarm- +10% Teleport- +20% ---------- misc Light +6 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 102.22 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | heroic hardened leather gloves of spellstriking (0 def, 6 armour)1.0 T2 hands armor [Ego++] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +5 (+2 eff.) Melee+ 9 arcane Dmg.mod +5% arcane ----- def ----- Armour +6 Resists +3% arcane Mind.save +8 (+4 eff.) Max.HP +40.00 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +3 Crit +3.0% Atk.spd 100% Melee+ +11 arcane On Hit: 10% Battle Shout 3 On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +11 (+4 eff.) Dmg.mod +6% all ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Xanaralle the Glinthacker (1 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.crit +2.0% Phys.pwr +5 (+2 eff.) Dmg.mod +3% light ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +10% cold +3% light +1% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Nerelevena the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +6 Dex +5 Wil dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Fatigue -4% Resists +14% mind +6% temporal HP.reg +2.00 Confus- +25% Amulets make your neck look great! |
Inventory
wild infusion of the sneak (res 23%; mental; dur 4; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune (absorb 38; cd 12)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd 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 38 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 54; dur 6; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 54 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper ring of arcana (+0.10/turn)0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +20% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
copper ring of lightning (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Rings make your fingers look great! |
steel battleaxe 'Obsidianripper' (18-27 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Master Power 18.0 - 27.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +4 temporal On Hit.r1 +20 darkness +8 temporal While equipped: dps ---------- Res.pen +10% darkness Acc +10 (+6 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 14% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +9 (+4 eff.) Resists +5% arcane Disarm- +34% Massive two-handed battleaxes. |
balanced dwarven-steel dagger of massacre (22-29 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Master Power 22.5 - 29.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+5 eff.) ----- def ----- Defense +8 (+4 eff.) Disarm- +24% Sharp, short and deadly. |
elemental stralite dagger of crippling (29-38 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego++] Arcane/Master Power 29.0 - 37.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * Create an explosion dealing 89 acid damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +10% acid Res.pen +7% acid Sharp, short and deadly. |
truestriking steel greatmaul of erosion (24-36 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego+] Nature/Master Power 24.0 - 36.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 nature While equipped: dps ---------- Res.pen +10% physical Acc +12 (+7 eff.) Apr +10 Massive two-handed mauls. |
truestriking steel greatmaul of phasing (28-41 power, 18 apr)5.0 T2 greatmaul 2H weapon [Ego+] Arcane/Master Power 27.5 - 41.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +18 Crit +1.0% Atk.spd 100% Phasing +14% While equipped: dps ---------- Res.pen +10% physical Acc +19 (+11 eff.) Apr +10 Massive two-handed mauls. |
steel greatsword of evisceration (24-39 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Master Power 24.5 - 39.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Wound the target dealing 94 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +9 (+4 eff.) Massive two-handed swords. |
Gleamspiker (16-22 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Master Power 16.0 - 22.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 arcane On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Crit.mult +10.00% Dmg.mod +3% arcane ----- def ----- Resists +3% light Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/s.crit +2.00 Light +3 Sharp, long, and deadly. |
greater ash starstaff of might (15-18 power, 3 apr, darkness 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 ---------- Spell.crit +9% Spell.pwr +11 (+4 eff.) Dmg.mod +15% physical +15% temporal +15% darkness +15% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel waraxe 'Prismmalice' (13-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Arcane Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 light On Crit.r2 +8 light +8 cold On Crit: * Splash the target with acid dealing 148 damage over 5 turns and reducing armor and accuracy by 19 While equipped: dps ---------- Dmg.mod +12% light Res.pen +25% cold ---------- misc Light +2 One-handed war axes. |
Brandwend the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +20% fire Acc +10 (+6 eff.) ----- def ----- Armour +4 Resists +12% fire Die.at -80.00 life HP.reg +2.10 Heal.mod +18% ---------- misc Light +2 A belt that goes around your waist. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
timebroken Rags of the Sanctuary of blight (+12%) (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +12% blight +7% temporal +7% arcane ----- def ----- Resists +12% blight +7% all ---------- misc Max.mana +12.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bilevengeance the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Str +3 Wil dps ---------- On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Armour +3 Resists +7% fire +8% cold ---------- misc See.Invis +12 A pair of boots made of leather. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 96.52 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Murkvortex (6 def, 8 armour)2.0 T3 head armor [Random Unique] Master While equipped: Stats +5 Str +4 Dex ----- def ----- Armour +8 Defense +6 (+3 eff.) Fatigue +3% Resists +9% darkness +3% blight +12% fire +6% cold +4% all Phys.save +8 (+4 eff.) A cap made of leather. |
aegis cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Con dps ---------- Dmg.mod +7% arcane ----- def ----- Defense +2 (+1 eff.) Shield.pwr +5% HP.reg +1.70 Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
troll-hide rough leather armour of cold resistance (3 def, 2 armour)9.0 T1 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +16% cold Max.HP +31.00 HP.reg +3.10 Heal.mod +11% A suit of armour made of leather. |
Hornet Stingers (19/20, 18-25 power, 10 apr)3.0 T2 arrow ammo Reqs Dex 18 [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
114 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. |
5 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. |
6 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. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Balymas' (dig speed 23 turns)3.0 T3 digger tool [Rare] Arcane While equipped: Stats +8 Str +5 Wil dps ---------- Phys.crit +8.0% Mind.crit +9% Dmg.mod +6% arcane +12% blight Acc +15 (+9 eff.) ----- def ----- Die.at -60.00 life ---------- misc Mana/s.crit +2.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Xothra (21/21, 20-25 power, 9 apr)3.0 T2 shot ammo [Rare] Arcane Power 20.5 - 24.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +4.5% Capacity 21 Proj.spd +200% Ranged+ +12 physical On Hit: * 25% chance for lightning to strike from the target to a second target dealing 89 damage While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
Dourstrider the iron torque of gale force [power 105] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +10% darkness +15% light On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- Resists +3% darkness +6% lightning Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 111 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
7 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. |
elm wand of lightning storm 'Ce'Nuna' [power 128] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Dex dps ---------- Crit.mult +5.00% Dmg.mod +24% physical Acc +15 (+9 eff.) Create a radius 3 storm for 5 turns. Each turn, creatures within take 27 lightning damage and will be dazed for 1 turn (135 total damage) Puts all charms on 15 cooldown 100% to reduce fatigue by 25% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
5 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. |
8 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 Lizeth the Doomelf Anorithil level 16
29th Dusk 122nd year of Ascendancy at 11:28 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Lizeth the Doomelf Anorithil level 19
73rd Dusk 122nd year of Ascendancy at 23:48 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Lizeth the Doomelf Anorithil level 21
77th Dusk 122nd year of Ascendancy at 13:29 see stats
Hell has no fury like a demon scorned! (Nightmare (Roguelike) difficulty)
Escaped the Searing Halls.By Lizeth the Doomelf Anorithil level 6
77th Pyre 122nd year of Ascendancy at 20:27 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Lizeth the Doomelf Anorithil level 10
8th Mirth 122nd year of Ascendancy at 21:24 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Lizeth the Doomelf Anorithil level 20
75th Dusk 122nd year of Ascendancy at 00:22 see stats
Once bitten, twice shy (Nightmare (Roguelike) difficulty)
Escaped the Anteroom of Agony.By Lizeth the Doomelf Anorithil level 22
79th Dusk 122nd year of Ascendancy at 12:52 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Lizeth the Doomelf Anorithil level 18
72nd Dusk 122nd year of Ascendancy at 02:42 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Lizeth the Doomelf Anorithil level 22
14th Haze 122nd year of Ascendancy at 11:02 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Lizeth the Doomelf Anorithil level 12
1st Summertide 122nd year of Ascendancy at 18:07 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 Lizeth the Doomelf Anorithil level 18
61st Dusk 122nd year of Ascendancy at 03:46 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Lizeth the Doomelf Anorithil level 12
3rd Summertide 122nd year of Ascendancy at 13:17 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Lizeth the Doomelf Anorithil level 15
10th Dusk 122nd year of Ascendancy at 23:01 see stats
Log
The shield around Lizeth crumbles.
Lizeth starts to bleed.
Badaval the Bringer of Doom steals life from Lizeth!
Badaval the Bringer of Doom hits Lizeth for (12 absorbed), 0 light, (23 absorbed), 0 darkness, (89 absorbed), 226 physical (226 total damage).
Raze hits Lizeth for (5 absorbed), 0 darkness, (5 absorbed), 0 darkness, 0 light, 0 darkness, 4 darkness (4 total damage).
Melee retaliation hits Badaval the Bringer of Doom for (3 absorbed), 1 blight, (9 absorbed), 2 darkness, (9 absorbed), 2 light (4 total damage).
Badaval the Bringer of Doom receives 25 healing from Lizeth.
Talent Moonlight Ray is ready to use.
Talent Firebeam is ready to use.
Talent Mind Blast is ready to use.
Talent Searing Light is ready to use.
Talent Barrier is ready to use.
Talent Healing Light is ready to use.
Talent Sun Flare is ready to use.
Bleeding from Badaval the Bringer of Doom hits Lizeth for 1 light, 3 darkness, 37 physical (41 total damage).
Raze hits Lizeth for 5 darkness, 5 darkness, 0 light, 0 darkness, 4 darkness (14 total damage).
The shield around Badaval the Bringer of Doom crumbles.
Shrouded in Darklight from Lizeth hits Badaval the Bringer of Doom for (4 absorbed), 4 light, 12 darkness (16 total damage).
Lizeth casts Haste of the Doomed.
Lizeth is out of phase.
Lizeth casts Haste of the Doomed.
A shield forms around Badaval the Bringer of Doom.
Badaval the Bringer of Doom receives 25 healing from Lizeth's healing light area effect.
Badaval the Bringer of Doom uses Ice Claw.
Bleeding from Badaval the Bringer of Doom hits Lizeth for 1 light, 2 darkness, 32 physical (36 total damage).
Badaval the Bringer of Doom hits Lizeth for 9 light damage.
Raze hits Lizeth for 4 darkness, 4 darkness, 0 light, 0 darkness, 3 darkness (12 total damage).
Melee retaliation hits Badaval the Bringer of Doom for (3 absorbed), 1 blight, (9 absorbed), 2 darkness, (9 absorbed), 2 light (4 total damage).
Lizeth the level 22 doomelf anorithil was jerkied to death by Badaval the Bringer of Doom on level 2 of Ruined halfling complex.































































































