










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Japanese 1.7.6以後、本体側の日本語ファイルでエラーが発生した場合、こちらのアドオンで上書きして修正します。外部のクラス・種族アドオンにも対応していきます。 現在 外部アドオンのQlass Pack、Demolisher、Martyr、Hekatonkheireにも対応しています。 2024 3/25 いなし上手の説明文修正 2024 1/1 NPCの名前の前後にスペースを追加(レア敵などの名前が見やすくなっていると思います) 文責 Weizsacker Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Drem |
| Class | Necromancer |
| Level / Exp | 22 / 7% |
| Size | medium |
| Lifes / Deaths | Killed by Goba the worm that walks at level 22 on the 14th Wealth 122nd year of Ascendancy at 03:50 / 1 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 44 (base 40) |
| Magic | 61 (base 51) |
| Willpower | 12 (base 13) |
| Cunning | 21 (base 11) |
Resources
| Life | -504/533 |
| Mana | 169/257 |
| Soul | 17/18 |
| Healing Factor | 1.5155007465519 |
| Regeneration | 9.4718796659493 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 21.970039208598 |
| See Invisible | 21.970039208598 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 23 |
| Accuracy | 14 |
| Crit Chance | 6% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +56% |
| Light | +10% |
| Nature | +6% |
| Lightning | +12% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +35% |
| Acid | +5% |
| Cold | +5% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 10 (30%) |
| Defense | 8 |
| Ranged Defense | 8 |
| Fatigue | 7 |
| Physical Save | 23 |
| Spell Save | 25 |
| Mental Save | 14 |
Defense: Resistances
| Nature | + 43%( 70%) |
| Lightning | + 51%( 70%) |
| Light | + 51%( 70%) |
| Darkness | + 51%( 70%) |
| Cold | + 46%( 70%) |
| Mind | + 34%( 70%) |
| Fire | + 32%( 70%) |
| All | + 27%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Bleed Resistance | 50% |
| Teleport Resistance | 10% |
| Disarm Resistance | 21% |
| Knockback 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (49 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master necromancer | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the injured seer from death by Zubudherin the netherworm mass. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by Gliwe the large white snake. Escort: lost sun paladin (level 2 of Old Forest) | failed |
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 |
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 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Equipment
| On feet | pair of iron boots 'Pitchveil' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 2 mind Changes resistances: +3% darkness / +6% fire / +3% mind / +7% cold Changes resistances penetration: +10% lightning Changes damage: +21% darkness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(54 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Rotpunish the iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +7% cold / +15% nature / +3% light Changes resistances penetration: +10% nature / +25% lightning Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | steel torque of psionic shield [power 47] (23/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 47 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | marksman's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+5 eff.) Changes stats: +3 Dex Disarm immunity: +21% Pinning immunity: +21% Knockback immunity: +23% Maximum life: +22.00 Rings make your fingers look great! |
| On fingers | wizard's copper ring of darkness (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +22% darkness Changes damage: +11% darkness Spell save: +6 (+3 eff.) Rings make your fingers look great! |
| Around waist | GloombearerInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 10% Changes resistances: +12% cold Changes resistances penetration: +5% cold Changes damage: +9% darkness Maximum life: +35.00 A belt that goes around your waist. |
| In main hand | ash starstaff 'Morbuspeal' (15-18 power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +6% nature / +8% darkness Changes damage: +6% nature / +15% darkness Talent granted: +1 Command Staff Critical mult.: +12.00% Mental save: +3 (+3 eff.) Mana each turn: +0.10 Hate when firing a critical mind attack: +2.00 Spellpower: +16 (+6 eff.) Spell crit. chance: +9% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Cyrolle the hardened leather gloves (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage when hit (Melee): 6 acid Changes stats: +5 Mag Changes resistances penetration: +5% acid Life regen: +4.00 Stamina each turn: +0.80 Only die when reaching: -60.00 life Maximum stamina: +16.00 Infravision radius: +3 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 | Airqueller (5 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes resistances: +27% lightning / +3% mind / +7% all Changes damage: +12% lightning Teleport immunity: +10% Maximum life: +80.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Blastschism (1 def, 2 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Changes resistances: +3% mind / +6% lightning Blindness immunity: +10% Only die when reaching: -80.00 life Maximum life: +34.00 Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | vitalizing copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +7 (+3 eff.) Cut immunity: +50% Life regen: +2.00 Maximum life: +34.00 Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 113 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 36; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 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 36 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 Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 233; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 233 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
GetesablekPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Mag Changes resistances: +6% light / +6% lightning Changes damage: +6% darkness / +6% temporal / +6% light / +6% physical Confusion immunity: +20% Life regen: +2.00 Mana each turn: +0.36 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +57.00 Spellpower: +4 (+2 eff.) Spell crit. chance: +3% Amulets make your neck look great! |
UmbramireInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +10 (+7 eff.) Armour penetration: +1 Armour: +2 Defense: +13 (+12 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 10% Changes stats: +7 Lck / +4 Dex Changes damage: +12% physical Critical mult.: +15.00% Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
psionicist's copper ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+4 eff.) Stun/Freeze immunity: +20% Life regen: +2.00 Rings make your fingers look great! |
Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Lelamantir the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+3 eff.) Armour: +4 Changes stats: +1 Dex / +1 Cun / +1 Con Changes resistances: +6% darkness Spell save: +6 (+3 eff.) Stun/Freeze immunity: +20% Size category: +1 A belt that goes around your waist. |
Mydar (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Cun / +2 Dex Changes resistances: +2% physical Changes resistances penetration: +10% mind Only die when reaching: -40.00 life Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glimira the Dazzlemire (0 def, 4 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Physical power: +5 (+5 eff.) Armour: +4 Changes stats: +4 Str Changes resistances: +21% fire / +9% all Changes resistances penetration: +10% light / +25% physical Changes damage: +14% fire Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Balyderan the pair of rough leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+5 eff.) Armour: +3 Changes stats: +4 Str Changes resistances: +6% fire / +6% cold Critical mult.: +5.00% Only die when reaching: -40.00 life Maximum psi: +30.00 A pair of boots made of leather. |
pair of iron boots 'Tundranoon' (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +1 Cun Changes resistances: +12% fire Changes damage: +3% mind Critical mult.: +5.00% Psi when hit: +0.08 Hate when firing a critical mind attack: +1.00 Movement speed: +25% 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)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
This item will automatically be transmogrified when you leave the level.Aludedur the Shockbraid (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 lightning Changes stats: +4 Dex / +2 Wil Changes resistances penetration: +25% lightning Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cap made of leather. |
Coalviper the iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce damage dealt by 10% Changes resistances: +3% cold / +11% light / +11% darkness Physical save: +3 (+1 eff.) Mental save: +3 (+3 eff.) Only die when reaching: -20.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Emelubretta the Ravenwend (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Str / +1 Dex / +6 Wil / +1 Cun Changes resistances: +6% darkness Changes resistances penetration: +5% lightning Physical save: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
Staroozer (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% acid / +2% physical / +6% light Changes damage: +11% acid Maximum life: +20.00 A pointy cloth hat, very wizardly... |
10 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
147 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.dwarven-steel pickaxe of predation (dig speed 25 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +5 (+5 eff.) Changes stats: +2 Str / +3 Dex Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+4 eff.) Changes stats: +1 Str / +2 Cun Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Spellpower: +10 (+4 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 262 cold damage (based on your Magic) Activation costs 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+8 eff.) Mindpower: +5 (+4 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 5 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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Forestresolve [power 85] (23/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 36% * 10% chance to reduce all saves and defense by 11 Damage when hit (Melee): 8 acid Changes resistances penetration: +25% mind / +25% nature It can be used to setup a psionic shield, reducing all damage taken by 85 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 17% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
evasive dwarven-steel torque of clear mind [power 2] (23/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Bozichell the Drem Necromancer level 9
3rd Acquisition 122nd year of Ascendancy at 09:09 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Bozichell the Drem Necromancer level 10
4th Profit 122nd year of Ascendancy at 14:48 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Bozichell the Drem Necromancer level 20
9th Wealth 122nd year of Ascendancy at 19:16 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Bozichell the Drem Necromancer level 3
18th Voratun 122nd year of Ascendancy at 07:57 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Bozichell the Drem Necromancer level 7
21st Voratun 122nd year of Ascendancy at 01:28 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Bozichell the Drem Necromancer level 14
18th Profit 122nd year of Ascendancy at 01:34 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Bozichell the Drem Necromancer level 16
35th Profit 122nd year of Ascendancy at 07:37 see stats
Log
Bane of Confusion from Goba the worm that walks hits Armoured skeleton warrior for 44 cold damage.
Something hits Bozichell for (47 flat reduction), 136 cold (136 total damage).
Armoured skeleton warrior resists the punch!
Something hits Armoured skeleton warrior for 77 cold damage.
Bane of Confusion from Goba the worm that walks hits Bozichell for (47 flat reduction), 4 cold (4 total damage).
Areriwyn the saw horror shrugs off Bozichell's 'Bleeding'!
Armoured skeleton warrior shatters!
Goba the worm that walks's River of Souls hits Armoured skeleton warrior for 259 cold damage.
Goba the worm that walks's River of Souls hits Bozichell for (47 flat reduction), 138 cold (138 total damage).
LIFE LOST WARNING!
Goba the worm that walks's River of Souls killed Armoured skeleton warrior!
Mouse input temporarily disabled.
Bozichell is confused and fails to use Consume Soul.
Armoured skeleton warrior uses Overpower.
Melee retaliation hits Armoured skeleton warrior for 2 mind, 3 acid (4 total damage).
Melee retaliation hits Armoured skeleton warrior for 1 mind, 3 acid, 1 mind, 3 acid, 1 mind, 3 acid (11 total damage).
Armoured skeleton warrior hits Bozichell for (47 flat reduction), 113 cold, (6 flat reduction), 0 cold (113 total damage).
Armoured skeleton warrior hits Bozichell for (47 flat reduction), 88 physical, (7 flat reduction), 0 nature, (47 flat reduction), 25 physical, (47 flat reduction), 25 physical (137 total damage).
Bane of Blindness from Bozichell hits Areriwyn the saw horror for (14 absorbed), 14 darkness (14 total damage).
Bane of Confusion from Goba the worm that walks hits Armoured skeleton warrior for 45 darkness damage.
Areriwyn the saw horror receives 15 healing from Shield of Light.
Areriwyn the saw horror casts Healing Light.
Areriwyn the saw horror receives 353 healing.
Bane of Confusion from Goba the worm that walks hits Bozichell for (26 flat reduction), 0 darkness (0 total damage).
Areriwyn the saw horror receives 15 healing from Shield of Light.
Armoured skeleton warrior hits Areriwyn the saw horror for (14 to psi shield), (11 absorbed), 11 physical (11 total damage).
Melee retaliation hits Armoured skeleton warrior for 13 cold, 11 cold (24 total damage).
Goba the worm that walks's River of Souls hits Bozichell for (47 flat reduction), 50 darkness (50 total damage).
Bozichell the level 22 drem necromancer was shadowed to death by Goba the worm that walks on level 3 of Lake of Nur.






































































































