








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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.
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Better Item Description 1.7.4This 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 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Ghoul |
| Class | Necromancer |
| Level / Exp | 23 / 61% |
| Size | medium |
| Lifes / Deaths | Killed by Xeroyann the large white snake at level 23 on the 48th Dusk 123rd year of Ascendancy at 02:48 / 1 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 28 (base 23) |
| Constitution | 27 (base 10) |
| Magic | 58 (base 53) |
| Willpower | 15 (base 13) |
| Cunning | 43 (base 32) |
Resources
| Life | -499/566 |
| Mana | 269/279 |
| Soul | 4/16 |
| Healing Factor | 1.4386945338482 |
| Regeneration | 0.35967363346205 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 21 |
| Crit Chance | 13% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Light | +9% |
| Darkness | +20% |
| Cold | +31% |
| Mind | +6% |
| Fire | +11% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
| Cold | +5% |
| Light | +30% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 24 (51.69962066283%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 39 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 56%( 70%) |
| Blight | + 44%( 70%) |
| Arcane | + 20%( 70%) |
| Cold | + 52%( 70%) |
| All | + 11%( 70%) |
| Darkness | + 43%( 70%) |
| Light | + 24%( 70%) |
| Temporal | + 23%( 70%) |
| Lightning | + 22%( 70%) |
| Fire | + 52%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Stun Resistance | 70% |
| Confusion Resistance | 20% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 20% |
| Silence Resistance | 20% |
| Bleed Resistance | 100% |
| Teleport Resistance | 20% |
| Disarm Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 390 damage for 5 turns. Its effects scale with your Magic stat. |
| 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 128 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. |
| 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 63 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Dexterity stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Master of flesh | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 3/5 |
| 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 successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved Constitution by +5. | 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: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 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. | 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 minotaur nose. * You've found the needed orc heart. * '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 within5 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 |
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 | pair of hardened leather boots 'Blizzardvengeance' (4 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +6% acid +12% cold Res.pen +5% cold ----- def ----- Armour +3 Defense +4 (+1 eff.) Resists +21% acid +6% cold A pair of boots made of leather. |
| Light source | Lelyrek1.0 T3 lite [Rare] Arcane While equipped: ----- def ----- Resists +6% cold +9% darkness +7% temporal Mind.save +12 (+6 eff.) Silence- +20% Disarm- +10% Def/telep +11 Res/telep +10% Dur/telep +16% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Adylle (0 def, 7 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Res.pen +10% mind ----- def ----- Armour +7 Fatigue +3% Resists +22% blight +6% temporal +6% nature Crit.chn- 5.00% Mind.save +10 (+5 eff.) Die.at -40.00 life Max.HP +100.00 Heal.mod +20% A cap made of leather. |
| Tool | Morningfury [power 272] (20 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +15% light ----- def ----- Resists +15% acid +9% fire +5% arcane ---------- misc Light +1 Create a shield absorbing up to 272 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 2. 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 fire (+22%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Mind.save +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | Anemas0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Cun +4 Con ----- def ----- Defense +10 (+3 eff.) Phys.save +6 (+3 eff.) Max.HP +60.00 ---------- misc See.Invis +3 Rings make your fingers look great! |
| Around 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. |
| In main hand | Cyroyanne (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Rare] Arcane 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 +8% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness +6% mind ----- def ----- Armour +8 Defense +20 (+7 eff.) Phys.save +11 (+6 eff.) Spell.save +18 (+6 eff.) Mind.save +10 (+5 eff.) Heal.mod +10% Blind- +20% Disease- +10% Confus- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | hardened leather gloves 'Falykalthobar' (5 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +9 (+3 eff.) Res.pen +5% blight ----- def ----- Armour +2 Defense +5 (+2 eff.) Resists +12% darkness +6% cold Stun/Frz- +20% Teleport- +20% ---------- misc Mana/turn +0.23 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Voryth the Glarequencher (0 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light +19% cold Res.pen +15% light ----- def ----- Resists +12% lightning +5% arcane +28% cold +9% nature +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Lightningschism (7 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Spell.crit +4% S.pwr/crit +10 Melee Ret 10 lightning ----- def ----- Defense +7 (+2 eff.) Resists +15% light +15% fire Stealth +8 ---------- misc Vim/s.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+7 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Inventory
clarifying copper amulet of mastery (0.11 Spell / Nightfall)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% mind Confus- +20% ---------- misc Masteries +0.11 Spell/Nightfall Amulets make your neck look great! |
copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
copper ring of arcana (+0.11/turn)0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +21% ---------- misc Mana/turn +0.11 Rings make your fingers look great! |
copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Rings make your fingers look great! |
psionicist's steel ring of darkness (+22%)0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Mind.save +6 (+3 eff.) Rings make your fingers look great! |
steel ring 'Vorawyn'0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +13% light ----- def ----- Resists +26% light +5% arcane Stun/Frz- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Vim/s.crit +2.00 Light +3 Infravis +2 Rings make your fingers look great! |
steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +22.00 Disarm- +20% Pinning- +28% Knockbk- +22% Rings make your fingers look great! |
titan's steel ring of frost (+22%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Phys.save +8 (+4 eff.) Rings make your fingers look great! |
gold ring of lightning (+24%)0.1 T3 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +24% lightning Rings make your fingers look great! |
rogue's gold ring of perseverance0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+3 eff.) HP.reg +3.00 Stun/Frz- +31% Rings make your fingers look great! |
elm magestaff 'Giludan' (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +6% physical +10% fire ----- def ----- Defense +6 (+2 eff.) Resists +3% darkness +3% cold Max.HP +40.00 Heal.mod +5% Knockbk- +20% ---------- misc Light +2 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 77.33 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. |
elm vilestaff (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elm vilestaff of might (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ---------- misc Mana/turn +0.10 Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Earthworth the yew bonestaff (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Rare] 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: Stats +1 Wil dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +6% nature +20% darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +8 (+3 eff.) Resists +3% nature Anom.red +15 ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 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 7 that illuminates the area and deals 104.14 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. |
quick dwarven-steel waraxe (19-27 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Master Power 19.0 - 26.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Dex dps ---------- Phys.spd +10% Acc +9 (+5 eff.) One-handed war axes. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
linen robe of protection (2 def, 2 armour)2.0 T1 cloth armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +7% all Phys.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe of blight (+11%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) Dmg.mod +11% blight ----- def ----- Resists +11% blight +7% all Spell.save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Flashgrind the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +13% light +3% fire Res.pen +5% lightning On Hit (Melee): * 20% chance to reduce armor by 33% ----- def ----- Resists +21% acid +19% light +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +5% fire +5% cold A belt that goes around your waist. |
insulating rough leather belt of life1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +7% fire +6% cold HP.reg +0.70 Heal.mod +11% A belt that goes around your waist. |
Glimmerwedge (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light +3% nature Res.pen +5% lightning ----- def ----- Defense +1 (+0 eff.) Resists +9% light Max.HP +32.00 ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Relguchak the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +6% temporal Res.pen +15% temporal ----- def ----- Defense +1 (+0 eff.) Spell.save +7 (+2 eff.) ---------- misc Psi/ret +0.04 Max.mana +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak of the voidstalker (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Arcane While equipped: Stats +1 Mag +2 Wil ----- def ----- Defense +1 (+0 eff.) Resists +12% darkness +11% temporal Spell.save +6 (+2 eff.) Def/telep +12 Res/telep +11% Dur/telep +13% ---------- misc Max.mana +44.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+4 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Cyritira the pair of rough leather boots (0 def, 3 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Mov.spd +25% Dmg.mod +3% blight Res.pen +15% temporal ----- def ----- Armour +3 Resists +3% fire Max.HP +100.00 A pair of boots made of leather. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +11.00 A pair of boots made of leather. |
Murktrencher the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% darkness ----- def ----- Armour +3 Resists +9% nature +3% fire +3% darkness +6% light ---------- misc Stam/turn +0.30 Max.stam +19.00 A pair of boots made of leather. |
cinder rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+4 eff.) Melee+ 6 fire Dmg.mod +3% fire ----- def ----- Armour +1 Resists +5% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellstreaming hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +5 (+2 eff.) ----- def ----- Armour +2 ---------- misc Mana/turn +0.15 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
augmenting linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +3% acid +4% lightning +3% fire +3% arcane +4% cold ----- def ----- Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
clarifying linen wizard hat of lightning (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat 'Strikeraptor' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +12% mind Melee Ret 10 lightning ----- def ----- Defense +1 (+0 eff.) Resists +18% lightning +1% physical +6% darkness Heal.mod +10% ---------- misc Psi/ret +0.08 A pointy cloth hat, very wizardly... |
starseer's linen wizard hat of decomposition (1 def, 0 armour)2.0 T1 head armor [Ego++] Arcane While equipped: dps ---------- Dmg.mod +3% darkness +5% temporal +4% light +3% physical ----- def ----- Defense +1 (+0 eff.) Resists +3% lightning +4% temporal +3% light +4% fire +4% nature +3% acid +3% blight +4% cold +3% darkness A pointy cloth hat, very wizardly... |
Runemaldil (0 def, 3 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Melee Ret 2 mind ----- def ----- Armour +3 Fatigue +1% Resists +6% lightning +6% temporal +3% light HP.reg +4.00 A cap made of leather. |
rough leather cap of dexterity (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
hardened leather cap 'Mardentir' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Wil ----- def ----- Armour +3 Fatigue +3% Resists +8% blight +3% cold +6% lightning Crit.chn- 5.00% Mind.save +5 (+3 eff.) Max.HP +40.00 Heal.mod +10% Disease- +20% Confus- +20% A cap made of leather. |
2 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. |
6 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. |
7 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. |
5 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. |
9 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. |
9 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. |
4 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
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. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
220 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. |
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.(60 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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. |
supercharged iron torque of mindblast [power 130] (19 cooldown)2.0 T1 torque charm [Ego+] Psionic Blast the opponent's mind dealing 138 mind damage and silencing them for 4 turns Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
piercing yew wand of lightning storm [power 278] (15 cooldown)2.0 T3 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 55 lightning damage and will be dazed for 1 turn (278 total damage) Puts all charms on 15 cooldown 100% to increase all damage penetration by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of shielding [power 230] (20 cooldown)2.0 T3 wand charm [Ego] Arcane Create a shield absorbing up to 230 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By uiopp the Ghoul Necromancer level 11
21st Dusk 122nd year of Ascendancy at 02:12 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By uiopp the Ghoul Necromancer level 16
66th Dusk 122nd year of Ascendancy at 21:21 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By uiopp the Ghoul Necromancer level 10
9th Dusk 122nd year of Ascendancy at 04:53 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By uiopp the Ghoul Necromancer level 20
4th Regrowth 123rd year of Ascendancy at 05:54 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By uiopp the Ghoul Necromancer level 18
6th Haze 122nd year of Ascendancy at 21:33 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By uiopp the Ghoul Necromancer level 18
6th Haze 122nd year of Ascendancy at 18:48 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By uiopp the Ghoul Necromancer level 8
2nd Summertide 122nd year of Ascendancy at 20:40 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 uiopp the Ghoul Necromancer level 19
7th Allure 123rd year of Ascendancy at 17:16 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By uiopp the Ghoul Necromancer level 13
41st Dusk 122nd year of Ascendancy at 08:03 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By uiopp the Ghoul Necromancer level 19
2nd Regrowth 123rd year of Ascendancy at 17:35 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By uiopp the Ghoul Necromancer level 18
6th Haze 122nd year of Ascendancy at 10:29 see stats
Log
Bleeding from Xeroyann the large white snake hits Ghoulking for 27 physical damage.
Rotting Disease from Ghoulking hits Xeroyann the large white snake for 43 blight damage.
Frost Cut from Uiopp hits Xeroyann the large white snake for 29 cold damage.
Xeroyann the large white snake uses Flurry.
Xeroyann the large white snake performs a melee critical strike against uiopp!
Uiopp deactivates Hiemal Shield.
Uiopp is crippled.
Blade Flurry performs a melee critical strike against Ghoulking!
Blade Flurry performs a melee critical strike against Ghoulking!
Xeroyann the large white snake performs a melee critical strike against uiopp!
Uiopp is disarmed!
Xeroyann the large white snake performs a melee critical strike against uiopp!
Xeroyann the large white snake performs a melee critical strike against uiopp!
Uiopp's Hiemal Shield hits Xeroyann the large white snake for 40 cold damage.
Melee retaliation hits Xeroyann the large white snake for 10 lightning, 10 lightning, 10 lightning, 10 lightning, 10 lightning, 10 lightning (62 total damage).
Blade Flurry hits Ghoulking for 143 physical damage.
Blade Flurry hits uiopp for 5 lightning, 5 cold (10 total damage).
Xeroyann the large white snake hits Ghoulking for 5 lightning, 8 cold (13 total damage).
Xeroyann the large white snake hits uiopp for (55 absorbed), 39 physical, 4 lightning, 4 cold, 92 physical, 6 nature, 133 physical, 5 lightning, 5 cold, 57 physical, 7 nature, 81 physical, 128 physical, 7 nature (570 total damage).
Xeroyann the large white snake killed Ghoulking!
Uiopp's desolate waste area effect hits Xeroyann the large white snake for 16 cold damage.
Uiopp's desolate waste area effect hits Xeroyann the large white snake for 16 cold damage.
Xeroyann the large white snake uses Dual Strike.
Xeroyann the large white snake performs a melee critical strike against uiopp!
Uiopp resists the stunning strike!
Xeroyann the large white snake performs a melee critical strike against uiopp!
Melee retaliation hits Xeroyann the large white snake for 10 lightning, 10 lightning (21 total damage).
Xeroyann the large white snake hits uiopp for 163 physical, 7 nature, 207 physical (377 total damage).
uiopp the level 23 ghoul necromancer was minced to death by Xeroyann the large white snake on level 1 of Eremizilalefang.
Xeroyann the large white snake killed uiopp!












































































































