









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.10This 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 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Yeek |
| Class | Necromancer |
| Level / Exp | 25 / 2% |
| Size | small |
| Lifes / Deaths | Killed by Mayetha the sandworm at level 25 on the 2nd Decay 122nd year of Ascendancy at 16:43 / 1 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 53 (base 47) |
| Magic | 55 (base 50) |
| Willpower | 22 (base 13) |
| Cunning | 24 (base 11) |
Resources
| Life | -184/462 |
| Mana | 288/288 |
| Soul | 12/12 |
| Healing Factor | 1.4892376681615 |
| Regeneration | 2.7550896860987 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +102.0951878109% |
Vision
| Sight | 10 |
| Lite | 2 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 7 |
| Crit Chance | 13% |
| APR | 21 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +67% |
| Light | +11% |
| Temporal | +8% |
| Arcane | +10% |
| Mind | +11% |
Offense: Damage Penetration
| Darkness | +10% |
| Nature | +15% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 17 (45%) |
| Defense | 12 |
| Ranged Defense | 12 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 30 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Physical | + 10%( 70%) |
| Mind | + 25%( 70%) |
| All | 0%( 70%) |
| Darkness | + 21%( 70%) |
| Light | + 16%( 70%) |
| Temporal | + 8%( 70%) |
| Fire | + 6%( 70%) |
| Lightning | + 10%( 70%) |
Defense: Immunities
| Pinning Resistance | 22% |
| Disarm Resistance | 30% |
| Confusion Resistance | 95% |
| Silence Resistance | 60% |
| Stun Resistance | 59% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 362 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic minions | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Advanced necrotic minions | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.50 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Effects
| talent | Blurred Mortality |
| talent | Chant of Fortress |
| talent | Necrotic Aura |
| beneficial effect | The mana surge engulfs the target, regenerating 4.10 mana per turn. Surging mana |
| beneficial effect | You have an arcane eye observing for you in a radius of 6. Arcane Eye |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is poisoned, taking 19.35 nature damage per turn. Deadly Poison |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| detrimental effect | Reduces global action speed by 5%. Slow |
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 sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed chunk of ghoul flesh. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed minotaur nose. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Dimjustice (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Phys.crit +5.0% Phys.pwr +4 (+2 eff.) Dmg.mod +18% darkness Apr +6 On Hit (Melee): * 15% chance to inflict 15% damage reduction * 30% chance to blind ----- def ----- Armour +5 Fatigue -2% Resists +3% darkness Phys.save +9 (+3 eff.) ---------- misc Max.enc +40 Disengage: Puts all charms on 14 cooldown Level 3.0 Pwr.cost 14 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
| Light source | brass lantern 'Aderath'2.0 T1 lite [Rare] Nature While equipped: Stats +2 Str +3 Con ----- def ----- Resists +2% physical Max.HP +41.00 Heal.mod +20% ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Blindclash (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +11% mind +21% darkness Melee Ret 4 darkness On Hit (Melee): * 30% chance to blind ----- def ----- Defense +1 (+1 eff.) Resists +11% mind A pointy cloth hat, very wizardly... |
| Tool | Aerykira the yew wand of firewall [power 181] (6 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: ----- def ----- Resists +6% acid +6% fire Disarm- +10% Stun/Frz- +15% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.vim +13.00 Wards +3 lightning +3 temporal +4 blight +3 fire +3 cold Talents +1 Ward +3 Volcano Cooldown Volcano -2 Creates a wall of flames lasting 4 turns (dealing 154 fire damage overall) Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | wizard's steel ring of tenacity0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Max.HP +21.00 Disarm- +20% Pinning- +22% Knockbk- +22% Rings can have magical properties. |
| On fingers | copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +0.80 Stun/Frz- +20% Rings can have magical properties. |
| Around waist | hardened leather belt 'Glulle'1.0 T3 belt armor [Rare] Psionic While equipped: Stats +2 Dex dps ---------- Mind.pwr +2 (+1 eff.) Apr +4 ----- def ----- Armour +6 Resists +2% physical Phys.save +10 (+3 eff.) Die.at -40.00 life HP.reg +0.80 A belt that goes around your waist. |
| In main hand | Crystalline Yew starstaff (25-30 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Unique] Arcane A part of set. Power 25.0 - 30.0 Arcane Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Con +3 Wil dps ---------- Spell.crit +3% Phys.pwr +12 (+6 eff.) Spell.pwr +21 (+7 eff.) Dmg.mod +20% darkness +10% arcane ---------- misc Talents +1 Command Staff Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Staves designed for wielders of magic, by the greats of the art. Transformed with the power of the Spellblaze. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Main armor | dreamer's woollen robe of light (+14%) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Resists +16% light +14% mind +10% darkness Phys.save +11 (+4 eff.) Spell.save +11 (+6 eff.) Mind.save +21 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Serpentine Cloak (10 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun +5 Con dps ---------- Res.pen +15% nature ----- def ----- Defense +10 (+9 eff.) ---------- misc Masteries +0.10 Cunning/Stealth Phase Door: Level 2.4 Pwr.cost 28 out of 57/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Teleports you randomly within a small range of up to 11 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 3). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
| Around neck | grounding steel amulet of strength (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +10% lightning Stun/Frz- +24% Amulets can have magical properties. |
Inventory
heroism infusion of the wizard (+15 for 9 turns, die at -564)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 9 turns. While Heroism is active, you will only die when reaching -564 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (532% speed; 4 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 532% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Obliterator (48-72 power, 10 apr)5.0 T3 greatmaul 2H weapon Reqs Str 40 [Unique] Master Power 48.0 - 72.0 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +10 Crit +0.0% Atk.spd 100% Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
dwarven-steel longsword 'Nightburst' (21.5-30.1 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Rare] Nature Power 21.5 - 30.1 Fire Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% On Hit.r1 +8 darkness On Crit.r2 +15 ice While equipped: dps ---------- Dmg.mod +12% darkness +3% fire Res.pen +8% cold On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +8 Resists +9% darkness Sharp, long, and deadly. |
dwarven-steel mace of vileness (26.5-37.1 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Ego] Arcane Power 26.5 - 37.1 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +14 blight On Hit: * 11% chance to disease Blunt and deadly. |
Stormlash (17-18.7 power, 7 apr)3.0 T1 whip 1H weapon Reqs Dex 15 [Unique] Arcane Power 17.0 - 18.7 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+7 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 14.69 to 44.06 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+10 eff.) Resists +15% cold ---------- misc Masteries +0.10 Spell/Water This deep blue robe flows and ripples as if pushed by an invisible tide. |
cashmere wizard hat of fire (+18%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% fire ----- def ----- Defense +2 (+2 eff.) Resists +18% fire A pointy cloth hat, very wizardly... |
grounding cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Defense +2 (+2 eff.) Resists +7% lightning +8% temporal A pointy cloth hat, very wizardly... |
impenetrable dwarven-steel mail armour (3 def, 13 armour)14.0 T3 heavy armor Reqs Str 28 Heavy Armour Training [Ego] Master While equipped: ----- def ----- Armour +13 Defense +3 (+3 eff.) Fatigue +16% A suit of armour made of mail. |
cleansing hardened leather armour of cold resistance (3 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +3 (+3 eff.) Fatigue +8% Resists +13% blight +15% cold +13% nature A suit of armour made of leather. |
Quiver of the Sun (25/25, 34-47.6 power, 15 apr)3.0 T4 arrow ammo Reqs Dex 24 [Unique] Arcane Power 34.0 - 47.6 Bright light Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +15 Crit +2.0% Capacity 25 Proj.spd +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
insidious quiver of yew arrows of erosion (20/20, 32-44.8 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego] Nature Power 32.0 - 44.8 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 20 Ranged+ +45 insidious poison +8 temporal +12 nature Arrows are used with bows to pierce your foes to death. |
11 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. |
3 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. |
3 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. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+1 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 'Ragidar' (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Res.pen +10% mind ----- def ----- Armour +3 Defense +5 (+5 eff.) Resists +6% light +7% physical Crit.dmg- 5.00% Disarm- +35% Confus- +10% Def/telep +10 Res/telep +10% Dur/telep +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
7 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 the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
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 (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 185 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. |
2 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. |
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. |
13 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. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 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
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Wix the Yeek Necromancer level 20
41st Haze 122nd year of Ascendancy at 04:55 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Wix the Yeek Necromancer level 10
8th Mirth 122nd year of Ascendancy at 19:44 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Wix the Yeek Necromancer level 20
40th Haze 122nd year of Ascendancy at 23:50 see stats
Merry wintertide! (Nightmare (Roguelike) difficulty)
Finish the Santascape event and free the little helper elves.By Wix the Yeek Necromancer level 20
42nd Haze 122nd year of Ascendancy at 02:05 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Wix the Yeek Necromancer level 16
15th Dusk 122nd year of Ascendancy at 12:24 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Wix the Yeek Necromancer level 9
8th Mirth 122nd year of Ascendancy at 01:41 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Wix the Yeek Necromancer level 13
2nd Flare 122nd year of Ascendancy at 23:45 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Wix the Yeek Necromancer level 16
39th Dusk 122nd year of Ascendancy at 02:49 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Wix the Yeek Necromancer level 23
59th Haze 122nd year of Ascendancy at 00:25 see stats
Log
Gigantic gravity worm's gravity area effect hits Yeek mindslayer for (17 to psi shield), 14 physical (14 total damage).
Your summoned yeek mindslayer disappears.
Your summoned yeek mindslayer disappears.
Your summoned yeek mindslayer disappears.
Skeleton mage casts Manathrust.
Skeleton mage hits Something for 122 arcane damage.
Wix picks up (r.): Heart of the Sandworm Queen.
Wix picks up (d.): dwarven-steel mace of vileness (26.5-37.1 power, 4 apr).
Wix picks up (j.): insidious quiver of yew arrows of erosion (20/20, 32-44.8 power, 10 apr).
Wix picks up (g.): grounding cashmere wizard hat (2 def, 0 armour).
Wix picks up (g.): cashmere wizard hat of fire (+18%) (2 def, 0 armour).
Wix picks up (c.): Obliterator (48-72 power, 10 apr).
Lore found: Heart of the Sandworm Queen
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: Obliterator
You can read all your collected lore in the game menu, by pressing Escape.
Mayetha the sandworm slows down.
Gigantic gravity worm's gravity area effect hits Mayetha the sandworm for 27 physical damage.
Gigantic gravity worm's gravity area effect hits Wix for 29 physical damage.
Burning from Skeleton mage hits Mayetha the sandworm for 13 fire damage.
Skeleton mage casts Flame.
Mayetha the sandworm breathes sand!
Wix loses sight!
Mayetha the sandworm hits Wix for 165 physical damage.
Something hits Something for 38 fire damage.
Talent Create Minions is ready to use.
Wix is poisoned!
Saving game...





















































































