










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Better Item Description 1.5.5This 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 EquipDoll - Clean Item Names 1.5.5Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Embers of Rage 1.5.0Official 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 1.5.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.5.9Official 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 | Male |
| Race | Skeleton |
| Class | Reaver |
| Level / Exp | 17 / 87% |
| Size | big |
| Lifes / Deaths | Killed by Burb the snow giant champion at level 17 on the 17th Haze 122nd year of Ascendancy at 12:45 / 1 |
Primary Stats
| Strength | 52 (base 37) |
| Dexterity | 26 (base 11) |
| Constitution | 18 (base 10) |
| Magic | 44 (base 42) |
| Willpower | 16 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | -3/494 |
| Positive | 0/98 |
| Vim | 3/89 |
| Healing Factor | 1.079829787234 |
| Regeneration | 1.5657531914893 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 71 |
| Accuracy | 34 |
| Crit Chance | 4% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 41 |
| Accuracy | 34 |
| Crit Chance | 5% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +21% |
| Light | +6% |
| Physical | +14% |
| Mind | +13% |
| Lightning | +26% |
Offense: Damage Penetration
| Acid | +5% |
| Light | +20% |
| Darkness | +20% |
Defense: Base
| Armour (hardiness) | 39.08934837382 (96.030927835052%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 19 |
| Physical Save | 29 |
| Spell Save | 23 |
| Mental Save | 43 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 11%( 70%) |
| Physical | + 5%( 70%) |
| Mind | + 21%( 70%) |
| All | 0%( 70%) |
| Lightning | + 43%( 70%) |
| Light | + 12%( 70%) |
| Darkness | + 9%( 70%) |
| Nature | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 24% |
| Confusion Resistance | 34% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 10% |
| Silence Resistance | 10% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 12% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 102.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 44 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 225 damage for 3 turns. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 81 with a minimum range of 15. Its effects scale with your Constitution stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Reaving combat | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Rot | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Plague | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Corruption / Torment | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Infestation |
| talent | Ruin |
| talent | Bone Shield |
| talent | Willful Tormenter |
| beneficial effect | The target is in a magical frenzy, improving spellpower by 1. Bloodlust |
| detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects. The target cannot teleport or heal while frozen. 182 HP on the iceblock remaining. Frozen |
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 successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Magic by +2. | 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 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: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed honey tree root. * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed orc heart. * You've found the needed xorn fragment. | 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 within6 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 |
Equipment
| On feet | Blazenull the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% light +3% lightning Res.pen +5% light On Hit (Melee): * 30% chance to daze at end of turn * 30% chance to blind ----- def ----- Armour +1 Fatigue -3% Resists +6% lightning Phys.save +6 (+3 eff.) ---------- misc Max.enc +23 A pair of boots made of leather. |
| Light source | bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Emelata the Nimbusbreeze (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +13% mind +12% lightning Melee Ret 8 acid 8 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +2 (+0 eff.) Resists +13% mind +12% acid A pointy cloth hat, very wizardly... |
| On hands | sand dwarven-steel gauntlets of dexterity (+3) (0 def, 8 armour)1.5 T3 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 physical Dmg.mod +6% physical Acc +15 (+6 eff.) ----- def ----- Armour +8 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | ash wand of conjuration 'Bisus' [power 163] (9/10 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +1 Dex dps ---------- Crit.mult +3.00% Phys.pwr +2 (+0 eff.) Dmg.mod +3% physical ----- def ----- HP.reg +0.40 ---------- misc Psi/ret +0.20 Fire a bolt of a random element with (base) damage 82 to 163 Puts all charms on 10 cooldown 100% to regenerate 3 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Unlightwar0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning +12% darkness Res.pen +20% darkness ----- def ----- Resists +22% lightning +9% darkness Rings can have magical properties. |
| On fingers | Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +5 Str +8 Con dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Resists +3% mind Phys.save +8 (+4 eff.) Mind.save +7 (+3 eff.) Blind- +10% Silence- +10% Confus- +34% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | grounding steel amulet of cunning (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +15% lightning Stun/Frz- +24% Amulets can have magical properties. |
| In main hand | dwarven-steel longsword 'Unlightstone' (26-36.4 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Psionic Power 26.0 - 36.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +10 mind On Crit.r2 +12 darkness On Hit: * 20% chance to inflict 15% damage reduction * 15% chance to cause random gloom While equipped: Stats +1 Cun +2 Wil dps ---------- Dmg.mod +9% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Mind.save +30 (+10 eff.) Sharp, long, and deadly. |
| Around waist | Runatir the Scumwilter1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Phys.pwr +2 (+0 eff.) Melee Ret 4 nature ----- def ----- Resists +3% nature Spell.save +6 (+3 eff.) Mind.save +12 (+4 eff.) ---------- misc Max.hate +2.00 Size +1 A belt that goes around your waist. |
| In off hand | dwarven-steel waraxe 'Blazepain' (22.5-31.5 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Nature Power 22.5 - 31.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +27 insidious poison +12 light On Hit: * 40% chance to blind * 40% chance to corrode armour by 30% While equipped: dps ---------- Res.pen +5% acid On Hit (Melee): * 15% chance to blind ----- def ----- Resists +3% light One-handed war axes. |
| Cloak | Wrap of Stone (0 def, 10 armour)2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +5% physical ----- def ----- Armour +10 Hardiness +15% Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.10 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.2 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 83.38 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Main armor | Blazerip the steel plate armour (4 def, 9 armour)17.0 T2 massive armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% light Res.pen +15% light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +9 Defense +4 (+0 eff.) Fatigue +22% Resists +5% mind +9% light Mind.save +12 (+4 eff.) ---------- misc Light +1 A suit of armour made of metal plates. |
Inventory
wild infusion (resist 14%; cure mental)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 14% for 5 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (410% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 410% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune of the wizard (1089% regen over 10 turns; 54 instant mana)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1089% for 10 turns and instantly restoring 54 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 20)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
clarifying copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% mind Confus- +22% Amulets can have magical properties. |
starlit copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +11% light +10% darkness Blind- +25% Amulets can have magical properties. |
cleansing steel amulet0.1 T2 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +14% nature +13% blight Poison- +20% Disease- +26% Amulets can have magical properties. |
stabilizing steel amulet of willpower (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +15% temporal Pinning- +20% Knockbk- +20% Amulets can have magical properties. |
steel amulet 'Brenyran' ====0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +4 Con dps ---------- Spell.crit +2% Spell.pwr +4 (+2 eff.) Melee Ret 20 blight ----- def ----- Fatigue -5% HP.reg +1.30 ---------- misc Max.mana +40.00 Telepathy Dragon Amulets can have magical properties. |
steel amulet 'Layessra'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +7 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- Resists +3% acid +3% lightning Stun/Frz- +10% ---------- misc Masteries +0.16 Cunning/Survival Amulets can have magical properties. |
starlit gold amulet0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% light +16% darkness Blind- +23% Amulets can have magical properties. |
copper ring of light (+20%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Rings can have magical properties. |
Blazetrial the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+5 eff.) Dmg.mod +10% cold +11% nature +6% light ----- def ----- Resists +20% cold +22% nature +6% light ---------- misc Light +1 Rings can have magical properties. |
titan's steel ring of frost (+24%) ====0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +12% cold ----- def ----- Resists +24% cold Phys.save +8 (+4 eff.) Rings can have magical properties. |
titan's steel ring of nature (+24%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +12% nature ----- def ----- Resists +24% nature Phys.save +4 (+2 eff.) Rings can have magical properties. |
cruel ash starstaff of illumination (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +2% Crit.mult +11.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% darkness On Hit (Melee): * 5% chance to blind ----- def ----- Defense +7 (+0 eff.) ---------- misc Light +3 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. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 54.96 light damage. Staves designed for wielders of magic, by the greats of the art. |
cruel ash starstaff of might (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon [Ego] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +9% Crit.mult +10.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash vilestaff of warding (15-18 power, 3 apr, blight element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% blight ----- def ----- Armour +5 Defense +5 (+0 eff.) ---------- misc Mana/turn +0.15 Max.mana +30.00 Wards +2 blight Talents +1 Command Staff +2 Ward Staves designed for wielders of magic, by the greats of the art. |
Thundercrypt the steel greatmaul (29.5-44.25 power, 12 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Arcane/Master/Psionic Power 29.5 - 44.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +12 Crit +1.0% Atk.spd 100% Phasing +26% On Hit.r1 +4 arcane On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Res.pen +5% lightning +9% physical +15% arcane Acc +10 (+4 eff.) Apr +10 ----- def ----- Resists +5% arcane Massive two-handed mauls. |
steel longsword of daylight (14-19.6 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 light Against +9% Undead Sharp, long, and deadly. |
chilling dwarven-steel longsword of massacre (29.5-41.3 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane/Master Power 29.5 - 41.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +10 cold Sharp, long, and deadly. |
arcing iron mace of vileness (12.5-17.5 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Arcane Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Melee+ +7 blight +6 lightning On Hit: * 6% chance to disease * 25% chance for lightning to arc to a second target Blunt and deadly. |
arcing iron mace of vileness (12-16.8 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Arcane Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Melee+ +6 lightning +5 blight On Hit: * 6% chance to disease * 25% chance for lightning to arc to a second target Blunt and deadly. |
flaming steel waraxe (16-22.4 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +8 fire One-handed war axes. |
balanced steel dagger of massacre (17.5-22.75 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 17.5 - 22.8 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+3 eff.) ----- def ----- Defense +6 (+0 eff.) Disarm- +17% Sharp, short and deadly. |
steel dagger (11-14.3 power, 6 apr)1.0 T2 dagger 1H weapon [Normal] Power 11.0 - 14.3 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
Blazevagrant (2.5-2.75 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 2.5 - 2.8 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Hit: * 40% chance to daze at end of turn While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+2 eff.) Dmg.mod +6% lightning Res.pen +5% lightning On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Resists +3% mind Max.HP +12.00 HP.reg +0.70 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted vined mindstar of slime (5-5.5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Disrupt Power 5.0 - 5.5 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+5 eff.) Dmg.mod +2% nature On Melee Ret: * Slows global speed by 3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Aerewyn' (5-5.5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.0 - 5.5 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +8.00% Mind.pwr +4 (+4 eff.) Dmg.mod +3% blight Res.pen +20% arcane ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +60.00 Max.vim +30.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
cured leather sling of power4.0 T2 sling 1H weapon Reqs Shoot [Ego] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 While equipped: dps ---------- Dmg.mod +10% physical Res.pen +8% physical Slings are used to hurl stones or metal shots at your foes. |
spellwoven woollen robe of darkness (+18%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+2 eff.) Dmg.mod +12% darkness ----- def ----- Resists +18% darkness Spell.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blindriver the rough leather armour (1 def, 2 armour)9.0 T1 light armor [Rare] Nature While equipped: dps ---------- Res.pen +20% darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Resists +6% darkness +6% blight Max.HP +23.00 A suit of armour made of leather. |
searing iron mail armour of acid resistance (2 def, 4 armour)14.0 T1 heavy armor [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 9 acid 10 fire Melee Ret 8 acid 8 fire ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +28% acid +11% fire A suit of armour made of mail. |
steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Normal] While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +14% A suit of armour made of mail. |
steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Normal] While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +14% A suit of armour made of mail. |
spiked iron plate armour of fire resistance (3 def, 7 armour)17.0 T1 massive armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +7 Defense +3 (+0 eff.) Fatigue +20% Resists +16% fire A suit of armour made of metal plates. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
rough leather belt1.0 T1 belt armor [Normal] A belt that goes around your waist. |
Boryroddahek (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Con +5 Mag ----- def ----- Armour +6 Defense +1 (+0 eff.) Fatigue -4% Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Master While equipped: Stats +2 Str +2 Dex +2 Cun +2 Con dps ---------- Acc +4 (+2 eff.) Apr +4 ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Isarin' (14 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature/Psionic While equipped: Stats +6 Cun +3 Wil dps ---------- Mind.crit +7% Res.pen +10% acid ----- def ----- Defense +14 (+3 eff.) Resists +27% light +24% fire Mind.save +20 (+7 eff.) Stealth +10 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 (+1 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+4 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Salagawen the Lightningjam (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +5% nature On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +1 Fatigue +1% Resists +9% lightning +5% fire +6% nature +6% cold A pair of boots made of leather. |
pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A pair of boots made of leather. |
Nerath the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +1 Str +2 Cun +3 Con ----- def ----- Armour +3 Fatigue +3% Resists +9% acid +3% darkness +9% lightning Phys.save +18 (+9 eff.) Mind.save +12 (+4 eff.) ---------- misc See.Invis +9 A pair of boots made of leather. |
insulating pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +5% cold +8% fire ---------- misc Stam/turn +0.50 Max.stam +12.00 A pair of boots made of leather. |
pair of iron boots 'Greenmoon' (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind ----- def ----- Armour +3 Fatigue +2% Resists +5% cold +6% fire +6% mind +15% nature Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Beloyassra the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee Ret 12 acid ----- def ----- Armour +1 HP.reg +0.20 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 167.05 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
restful iron gauntlets of magic (+3) (0 def, 1 armour)1.5 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 HP.reg +1.10 ---------- misc Stam/turn +0.60 Max.stam +12.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Deepsfist the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning +9% temporal +3% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning +9% temporal A pointy cloth hat, very wizardly... |
Ashsweep (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Res.pen +5% light +10% fire On Hit (Melee): * 30% chance to blind ----- def ----- Armour +1 Fatigue +1% Resists +9% fire A cap made of leather. |
rough leather cap of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
grounding hardened leather cap of strength (+4) (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +4 Str ----- def ----- Armour +3 Fatigue +3% Resists +8% lightning +6% temporal A cap made of leather. |
cleansing iron helm (0 def, 3 armour)3.0 T1 head armor [Ego] Disrupt While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +5% nature +5% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm (0 def, 3 armour)3.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating dwarven-steel helm of dexterity (+2) (0 def, 4 armour)3.0 T3 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +4 Fatigue +4% Resists +7% cold +5% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+0 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. |
74 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +4 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. |
survivor's brass lantern of clarity2.0 T1 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +5 (+2 eff.) Mind.save +5 (+2 eff.) Heal.mod +11% ---------- misc Light +2 See.Stealth +5 See.Invis +6 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. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% 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. |
hateful dwarven-steel torque of thermal psionic shield [power 67] (9/20 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 67 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
supercharged elm wand of conjuration [power 115] (9/12 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 58 to 115 Puts all charms on 12 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con 3 charge(s). Reduce the duration of all detrimental effects. Uses 10 power out of 3/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By --slippy the Skeleton Reaver level 9
3rd Dusk 122nd year of Ascendancy at 23:08 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By --slippy the Skeleton Reaver level 16
13rd Haze 122nd year of Ascendancy at 07:00 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By --slippy the Skeleton Reaver level 17
15th Haze 122nd year of Ascendancy at 04:02 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By --slippy the Skeleton Reaver level 10
15th Dusk 122nd year of Ascendancy at 06:20 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By --slippy the Skeleton Reaver level 9
13rd Dusk 122nd year of Ascendancy at 15:10 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By --slippy the Skeleton Reaver level 4
3rd Mirth 122nd year of Ascendancy at 23:12 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By --slippy the Skeleton Reaver level 15
43rd Dusk 122nd year of Ascendancy at 23:15 see stats
Log
The shield around --slippy crumbles.
--slippy resists the knockback!
--slippy hits Iceblock for 4 acid, 2 nature, 5 lightning (9 total damage).
Burb the snow giant champion's ice storm area effect hits --slippy for (0 to ice), 19 cold (19 total damage).
Snow giant chieftain hits --slippy for (17 absorbed), (7 to ice), 11 physical, (5 to ice), 7 cold (18 total damage).
--slippy hits Iceblock for 4 acid, 2 nature, 5 lightning (9 total damage).
Burb the snow giant champion hits --slippy for (0 to ice), 2 physical, (0 to ice), 11 cold (13 total damage).
--slippy resists the mind attack!
--slippy hits Iceblock for 23 physical, 3 mind, 4 physical, 5 blight, 4 acid, 2 nature, 5 lightning, 12 physical, 2 nature, 6 light, 4 physical, 5 blight, 4 acid, 2 nature, 5 lightning (75 total damage).
Burb the snow giant champion is not dazed anymore.
--slippy hits Iceblock for 4 acid, 2 nature, 5 lightning (9 total damage).
Burb the snow giant champion's ice storm area effect hits --slippy for (0 to ice), 38 cold (38 total damage).
Snow giant chieftain hits --slippy for (7 to ice), 11 physical, (5 to ice), 7 cold (18 total damage).
--slippy hits Iceblock for 4 acid, 2 nature, 5 lightning (9 total damage).
Burb the snow giant champion hits --slippy for (0 to ice), 10 physical, (0 to ice), 22 cold (32 total damage).
--slippy activates his ash wand of conjuration 'Bisus'!
--slippy forces the iceblock to shatter.
--slippy is free from the ice.
--slippy is not stunned anymore.
Talent Healing Light is ready to use.
Talent Rune: Teleportation is ready to use.
Talent Drain is ready to use.
Talent Bone Spear is ready to use.
--slippy is encased in ice!
--slippy hits Snow giant chieftain for 8 acid, 4 nature, 10 lightning (22 total damage).
Burb the snow giant champion's ice storm area effect hits --slippy for 38 cold damage.
Snow giant chieftain hits --slippy for 19 physical, 12 cold (31 total damage).
Saving game...







































































































