










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
| Addons | Ashes of Urh'Rok 1.7.3Official 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 1.7.3Donators/Buyers bonus! Embers of Rage 1.7.3Official 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 1.7.3Official 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 | Cultist of Entropy |
| Level / Exp | 20 / 98% |
| Size | medium |
| Lifes / Deaths | Killed by ritch flamespitter (wild summon) at level 20 on the 57th Haze 122nd year of Ascendancy at 12:15 / 1 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 38 (base 38) |
| Magic | 55 (base 48) |
| Willpower | 36 (base 10) |
| Cunning | 25 (base 13) |
Resources
| Life | -82/393 |
| Insanity | 58/100 |
| Healing Factor | 1.2102122670883 |
| Regeneration | 6.3536144022136 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 5 |
| Crit Chance | 12% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Physical | +26% |
| Cold | +15% |
| All | 0% |
| Darkness | +33% |
| Light | +15% |
| Temporal | +23% |
| Fire | +13% |
| Nature | +3% |
Offense: Damage Penetration
| Darkness | +20% |
| Temporal | +7% |
| Blight | +5% |
| Physical | +13% |
| Fire | +5% |
Defense: Base
| Armour (hardiness) | 24.936086829205 (30%) |
| Defense | 3 |
| Ranged Defense | 3 |
| Fatigue | 7 |
| Physical Save | 25 |
| Spell Save | 27 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Blight | + 16%( 70%) |
| Physical | + 19%( 70%) |
| Cold | + 33%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 21%( 70%) |
| Light | + 23%( 70%) |
| Lightning | + 18%( 70%) |
| Fire | + 38%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Silence Resistance | 23% |
| Instadeath Resistance | 100% |
| Blind 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 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 90 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Demented / Oblivion | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Madness | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Demented / Chronophage | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Void | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Calamity | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Twofold Curse |
| talent | Grand Oration |
| talent | Revelation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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. * 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: * You've found the needed warg claw. * You've found the needed orc heart. * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed black mamba head. * You've found the needed chunk of ghoul flesh. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun 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 | Flamebreeze the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% fire Res.pen +5% darkness Melee Ret 2 light ----- def ----- Resists +9% fire +6% darkness +3% light Max.HP +40.00 ---------- misc Light +3 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 | Duathelreeve the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% acid +18% darkness ----- def ----- Defense +1 (+1 eff.) Resists +3% acid Phys.save +6 (+3 eff.) ---------- misc Equi/ret +0.16 Psi/ret +0.12 A pointy cloth hat, very wizardly... |
| Tool | quick yew wand of lightning storm [power 230] (11 cooldown)2.0 T3 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 46 lightning damage and will be dazed for 1 turn (230 total damage) Puts all charms on 11 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | psionicist's copper ring of arcana (+0.12/turn)0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Silence- +23% ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
| On fingers | copper ring 'Shadekin'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% fire Res.pen +15% darkness +5% fire Apr +3 ----- def ----- Armour +6 Resists +20% fire ---------- misc Max.stam +10.00 Rings make your fingers look great! |
| Around waist | noble's rough leather belt1.0 T1 belt armor [Ego+] Master While equipped: Stats +3 Cun +4 Wil dps ---------- Against +17% Summoned ----- def ----- D.Red.from +16% Summoned A belt that goes around your waist. |
| In main hand | ash vilestaff 'Shockrip' (15-18 power, 3 apr, temporal element)5.0 T2 staff 2H weapon [Random Unique] 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 +14% Spell.pwr +10 (+4 eff.) Dmg.mod +15% physical +15% temporal +15% light +15% darkness On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 24 ----- def ----- Resists +3% blight +6% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Ulydurach the Ravenjeer (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +2 Str dps ---------- Phys.crit +2.0% Crit.mult +20.00% ----- def ----- Armour +2 Resists +3% darkness Phys.save +6 (+3 eff.) HP.reg +5.00 ---------- misc Stam/turn +2.10 Max.stam +18.00 Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | woollen robe 'Zubomithra' (0 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +3 Mag +8 Wil +4 Cun dps ---------- Dmg.mod +8% temporal +11% physical Res.pen +7% temporal +13% physical ----- def ----- Resists +9% all Anom.red +10 Die.at -80.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Plaguerace the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Crit.mult +10.00% Spell.pwr +15 (+5 eff.) Dmg.mod +3% nature Res.pen +5% blight ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Falesasta the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +3% cold +9% light +7% physical Spell.save +3 (+1 eff.) Mind.save +9 (+4 eff.) Blind- +10% ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 14%; 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 14% 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. |
movement infusion of the psychic (speed 517%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 517% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 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. |
mindweaver's gold amulet of dexterity (+4)0.1 T3 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Dex +4 Wil dps ---------- Mind.pwr +7 (+4 eff.) ----- def ----- Mind.save +7 (+3 eff.) Confus- +15% Amulets make your neck look great! |
starlit gold amulet0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +13% light +10% darkness Blind- +20% Amulets make your neck look great! |
balanced dwarven-steel battleaxe (29-44 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Master Power 29.0 - 43.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Acc +10 (+10 eff.) ----- def ----- Defense +10 (+10 eff.) Disarm- +42% Massive two-handed battleaxes. |
steel battleaxe (20-31 power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Normal] Power 20.5 - 30.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
chilling dwarven-steel greatsword of erosion (39-62 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Arcane/Nature Power 39.0 - 62.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 nature +13 cold Massive two-handed swords. |
short yew starstaff of might (20-24 power, 4 apr, darkness element)5.0 T3 staff 1H weapon [Ego] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging ash vilestaff (15-18 power, 3 apr, fire 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 +2% Spell.pwr +6 (+2 eff.) S.pwr/crit +6 Dmg.mod +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel waraxe of erosion (18-26 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Nature Power 18.5 - 25.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +6 nature One-handed war axes. |
dwarven-steel waraxe of shearing (22-31 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Master Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +9% all Acc +5 (+5 eff.) Apr +7 One-handed war axes. |
warbringer's dwarven-steel waraxe of corruption (20-29 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego++] Arcane/Master Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: 20% Curse of Death 3 While equipped: Stats +3 Con dps ---------- Phys.pwr +7 (+6 eff.) Res.pen +5% physical ----- def ----- Disarm- +14% One-handed war axes. |
Oluresin1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Crit.mult +5.00% ----- def ----- Resists +18% blight +7% fire +11% cold Mind.save +9 (+4 eff.) A belt that goes around your waist. |
Destala's Scales (10 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+10 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Halemahor the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- Res.pen +5% blight ----- def ----- Defense +2 (+2 eff.) Phys.save +8 (+4 eff.) Mind.save +16 (+8 eff.) Die.at -50.00 life ---------- misc Equi/ret +0.08 Hate/m.crit +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zerylathaldil the cashmere cloak (7 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Dex +5 Con dps ---------- Crit.mult +5.00% Apr +2 ----- def ----- Defense +7 (+7 eff.) Resists +12% light Phys.save +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego] Psionic While equipped: Stats +5 Mag +5 Wil ----- def ----- Resists +11% all ---------- misc Mana/turn +0.15 Psi/turn +0.19 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Layuwyn the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Dmg.mod +7% physical ----- def ----- Armour +4 Fatigue +3% Resists +3% physical +3% darkness +15% fire ---------- misc Mana/turn +0.16 Mana/s.crit +2.00 Max.mana +40.00 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Cobraripper' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature +21% mind Res.pen +20% mind +5% nature On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Armour +3 ---------- misc Stam/turn +0.80 Max.stam +22.00 A pair of boots made of leather. |
scholar's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.50 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Cun +2 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +17 (+8 eff.) Mind.save +13 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
corrosive dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Nature/Disrupt While equipped: dps ---------- Phys.pwr +6 (+6 eff.) Melee+ 9 acid Dmg.mod +4% acid Acc +5 (+5 eff.) Apr +7 ----- def ----- Armour +2 Fatigue +3% Resists +8% blight +7% acid Spell.save +11 (+5 eff.) Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +17 Crit +8.0% Atk.spd 83% On Crit.r2 +5 acid On Hit: 10% Corrosive Breath 3 On Hit: * 13% chance to slow global speed by 44% * 12% chance to reduce armor by 34% Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Yviramith' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 8 acid Dmg.mod +5% acid ----- def ----- Armour +2 Fatigue +3% Resists +8% acid +12% fire Crit.dmg- 10.00% Mind.save +12 (+6 eff.) Die.at -80.00 life Confus- +20% Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +8 acid On Hit: 10% Corrosive Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Lisada (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Res.pen +10% temporal ----- def ----- Armour +3 Fatigue +1% Resists +3% cold Phys.save +11 (+5 eff.) Die.at -20.00 life HP.reg +2.00 Heal.mod +20% A cap made of leather. |
Yaridohir (15 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mind.crit +1% ----- def ----- Armour +4 Defense +15 (+15 eff.) Fatigue +4% Resists +6% light +18% cold Die.at -80.00 life Heal.mod +5% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed dwarven-steel helm of dexterity (+4) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +4 Dex ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 30.8 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Deepslace' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str dps ---------- Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce armor by 34% ----- def ----- Armour +1 Fatigue +1% Resists +6% acid +3% darkness Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 30.8 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Layussra the Pyrepanic (3 def, 2 armour)9.0 T1 light armor [Rare] Nature While equipped: Stats +3 Str ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +9% fire Max.HP +20.00 ---------- misc Light +2 See.Invis +3 A suit of armour made of leather. |
steel shield of winter (0 def, 4 armour, 15-18 power, 38 block)7.0 T2 shield armor Reqs Shield usage training Str 16 [Ego+] Nature When used to Attack: Power 15.0 - 18.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 Melee+ +13 cold While equipped: Stats +2 Wil dps ---------- On shield block: * Deals 89 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +4 Fatigue +8% Resists +12% cold ---------- misc Talents +1 Block Handheld deflection devices. |
windwalling dwarven-steel shield (0 def, 6 armour, 30-36 power, 71.5 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego+] Psionic When used to Attack: Power 30.0 - 36.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +72 Melee+ +13 physical While equipped: Stats +1 Wil ----- def ----- Armour +6 Fatigue +8% Resists +11% physical Shield.near.proj +23 Proj.slow +19% ---------- misc Talents +1 Block Handheld deflection devices. |
5 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. |
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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+3 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. |
2 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 (+2 eff.) Item imbue powers: Defense +4 (+4 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. |
Lelarath the Blazebreeze (dig speed 22 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +3 Cun +2 Str dps ---------- Res.pen +10% lightning +10% acid Acc +6 (+6 eff.) Melee Ret 6 acid 6 lightning On Hit (Melee): * 20% chance to reduce armor by 34% ----- def ----- Resists +3% lightning ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
iron pickaxe 'Hettidramnir' (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +3 Str dps ---------- Acc +4 (+4 eff.) ----- def ----- Resists +3% acid +9% temporal Crit.dmg- 5.00% ---------- misc Light +3 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
piercing elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
3 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. |
Freezeraider the yew wand of lightning storm [power 248] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% cold ----- def ----- Resists +9% blight Crit.dmg- 15.00% ---------- misc See.Invis +15 Create a radius 3 storm for 5 turns. Each turn, creatures within take 49 lightning damage and will be dazed for 1 turn (248 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 18% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
3 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. |
6 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. |
4 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 Sissla the Shalore Cultist of Entropy level 19
41st Haze 122nd year of Ascendancy at 03:06 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Sissla the Shalore Cultist of Entropy level 17
42nd Dusk 122nd year of Ascendancy at 07:06 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Sissla the Shalore Cultist of Entropy level 10
6th Mirth 122nd year of Ascendancy at 18:15 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Sissla the Shalore Cultist of Entropy level 20
47th Haze 122nd year of Ascendancy at 03:39 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Sissla the Shalore Cultist of Entropy level 20
47th Haze 122nd year of Ascendancy at 06:47 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Sissla the Shalore Cultist of Entropy level 8
2nd Mirth 122nd year of Ascendancy at 04:25 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Sissla the Shalore Cultist of Entropy level 13
4th Dusk 122nd year of Ascendancy at 19:20 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Sissla the Shalore Cultist of Entropy level 16
13rd Dusk 122nd year of Ascendancy at 20:55 see stats
Log
Nihil from Sissla hits Betholdaba the gigantic corrosive tunneler for 38 temporal damage.
Sissla casts Rift Cutter.
Sissla's spell attains critical power!
Ritch flamespitter (wild summon) is wreathed in entropy.
Sissla hits Betholdaba the gigantic corrosive tunneler for 137 darkness damage.
Ritch flamespitter (wild summon) spits flames!
Ritch flamespitter (wild summon) hits Betholdaba the gigantic corrosive tunneler for (4 treason) damage.
Ritch flamespitter (wild summon) hits Sissla for (4 treason), 56 fire (56 total damage).
Sissla loses 12 health to the entropy.
Talent Dark Whispers is ready to use.
Betholdaba the gigantic corrosive tunneler fails to use War Hound.
Rotting Disease from Giant digestive sack (opened) hits Betholdaba the gigantic corrosive tunneler for (1 treason) damage.
Rotting Disease from Giant digestive sack (opened) hits Sissla for (1 treason), 12 blight (12 total damage).
Shadow regains their balance.
Dark Whispers from Sissla hits Shadow for 27 darkness damage.
Nihil from Sissla hits Shadow for 18 temporal damage.
Betholdaba the gigantic corrosive tunneler regains their balance.
Dark Whispers from Sissla hits Betholdaba the gigantic corrosive tunneler for 88 darkness, 136 temporal (224 total damage).
Nihil from Sissla hits Betholdaba the gigantic corrosive tunneler for 41 temporal damage.
Sissla casts Entropic Gift.
A void annihilator manifests from Betholdaba the gigantic corrosive tunneler!
Betholdaba the gigantic corrosive tunneler is consumed by entropy!
Sissla's is no longer wasting away.
Sissla is wasting away!
Ritch flamespitter (wild summon) spits flames!
Ritch flamespitter (wild summon) hits Betholdaba the gigantic corrosive tunneler for (4 treason) damage.
Ritch flamespitter (wild summon) hits Sissla for (4 treason), 55 fire (55 total damage).
Sissla the level 20 shalore cultist of entropy was roasted to death by a ritch flamespitter (wild summon) on level 3 of Sandworm lair.















































































































