







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| 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:
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 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 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 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 | Female |
| Race | Ghoul |
| Class | Paradox Mage |
| Level / Exp | 29 / 1% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 48 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 41 (base 12) |
| Magic | 69 (base 60) |
| Willpower | 59 (base 57) |
| Cunning | 11 (base 10) |
Resources
| Life | 836/836 |
| Mana | 433/433 |
| Paradox | 280 |
| Positive | 99/134 |
| Healing Factor | 1.5203791469194 |
| Regeneration | 0.60815165876778 |
Speed
| Mental | -1.3011813848607E-11% |
| Attack | -1.3011813848607E-11% |
| Movement | +3.9968028886506E-12% |
| Spell | -1.3011813848607E-11% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 6 |
| See Invisible | 6 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 62 |
| Accuracy | 23 |
| Crit Chance | 3% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 18% |
| Speed | 1.0000000000001 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 3% |
| Speed | 1.0000000000001 |
Offense: Damage Bonus
| Temporal | +34% |
| Nature | +8% |
| Physical | +43% |
| Arcane | +5% |
| All | 0% |
Offense: Damage Penetration
| Acid | +45% |
Defense: Base
| Armour (hardiness) | 42.919400897339 (55.629139072848%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 11 |
| Physical Save | 39 |
| Spell Save | 42 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 40%( 70%) |
| Blight | + 18%( 70%) |
| Physical | + 37%( 70%) |
| Cold | + 29%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 23%( 70%) |
| Light | + 23%( 70%) |
| Lightning | + 10%( 70%) |
| Fire | + 18%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 46% |
| Bleed Resistance | 100% |
| Knockback Resistance | 100% |
| Fear Resistance | 100% |
| Stun Resistance | 71% |
| Poison Resistance | 80% |
| Blind Resistance | 29% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 517.24 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 407 damage for 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 97 with a minimum range of 15. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Stasis | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Flux | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Gravity | 1.40 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Matter | 1.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Undead / Ghoul | 1.10 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Reality Smearing |
| talent | Disintegration |
| talent | Matter Weaving |
| talent | Premonition |
| talent | Contingency |
| talent | Gravity Locus |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 5 of Dreadfell. Escort: lost anorithil (level 5 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 7 of Dreadfell. Escort: lost tinker (level 7 of Dreadfell) | done |
You failed to protect the repented thief from death by tormentor. Escort: repented thief (level 4 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Dexterity 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 131. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed vial of squid ink. * You've found the needed red crystal shard. 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 faerlhing fang. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed warg claw. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within2 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 Clear | active |
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 | Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+4 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. This item has been sent to the Item's Vault. |
| On hands | Saladavea the voratun gauntlets (0 def, 3 armour)1.5 T5 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +4 Mag +3 Con dps ---------- Crit.mult +10.00% Mind.pwr +4 (+2 eff.) Dmg.mod +5% arcane Acc +21 (+11 eff.) Melee Ret 4 acid ----- def ----- Armour +3 Phys.save +19 (+7 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +46% ---------- misc Max.psi +10.00 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | dwarven-steel helm 'Emelana' (0 def, 4 armour) =bb=3.0 T3 head armor [Rare] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +9% blight +9% fire +7% nature +21% cold Spell.save +15 (+5 eff.) Max.HP +51.00 Heal.mod +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +0.15 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. This item has been sent to the Item's Vault. |
| Around neck | steel amulet 'Islirann'0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% temporal Res.pen +20% acid Melee Ret 20 temporal ----- def ----- Resists +14% light +14% darkness Blind- +29% Amulets can have magical properties. |
| In main hand | Gravitational Staff (30-36 power, 8 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane Power 30.0 - 36.0 Gravity pin Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +8 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +25 (+7 eff.) Dmg.mod +20% physical +10% temporal ----- def ----- Resists +15% physical ---------- misc Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Level 4.2 Pwr.cost 14 out of 14/14. Range 6 Travel.spd instantaneous Is a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 242.93 physical (gravity) damage. Each target moved beyond the first increases the damage by 30.37 (up to a maximum of 121.47 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
| Main armor | cashmere robe 'Uluhor' (2 def, 0 armour)2.0 T3 cloth armor [Rare] Arcane While equipped: Stats +3 Cun dps ---------- Spell.crit +8% Spell.pwr +22 (+6 eff.) Mind.pwr +4 (+2 eff.) Melee Ret 20 arcane ----- def ----- Defense +2 (+1 eff.) Mind.save +20 (+7 eff.) ---------- misc Mana/turn +0.19 Max.mana +40.00 Max.psi +20.00 Telepathy Humanoid/Orc A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | ethereal brass lantern of clarity =aa=1.0 T1 lite [Ego+] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Light +4 See.Stealth +6 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. |
| Around waist | Chalylar the hardened leather belt1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +12% temporal Res.pen +25% acid Melee Ret 12 temporal On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +18% acid Mind.save +8 (+3 eff.) A belt that goes around your waist. |
Inventory
copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets can have magical properties. |
grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +20% Amulets can have magical properties. |
grounding steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +14% lightning Stun/Frz- +25% Amulets can have magical properties. |
insulating steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% fire +10% cold Amulets can have magical properties. |
Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+4 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+12 eff.) Confus- -100% Inner Demons: Level 4.0 Pwr.cost 30 out of 30/30. Range 7 Travel.spd instantaneous Is a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 14% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
insulating gold amulet of willpower (+5)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Wil ----- def ----- Resists +11% fire +10% cold Amulets can have magical properties. |
titan's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Blind- +21% ---------- misc Infravis +4 See.Stealth +6 See.Invis +5 Rings can have magical properties. |
titan's copper ring of sensing =aa=0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Blind- +23% ---------- misc Infravis +3 See.Stealth +6 See.Invis +6 Rings can have magical properties. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 22 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. This item has been sent to the Item's Vault. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 15.76 cold and 22.54 physical damage (based on Willpower) each turn and knocking opponents back. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. This item has been sent to the Item's Vault. |
marksman's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) Rings can have magical properties. |
savior's steel ring of darkness (+24%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +12% darkness ----- def ----- Resists +24% darkness Phys.save +7 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+3 eff.) Rings can have magical properties. |
Polynn0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Str +2 Wil dps ---------- Crit.mult +25.00% Res.pen +20% mind ----- def ----- HP.reg +0.80 Stun/Frz- +33% Rings can have magical properties. |
gold ring 'Glugamina'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.crit +2% Dmg.mod +9% mind Res.pen +25% mind ----- def ----- Resists +6% acid HP.reg +2.40 Stun/Frz- +28% Rings can have magical properties. |
marksman's gold ring of nature (+28%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +14% nature Acc +6 (+3 eff.) ----- def ----- Resists +28% nature Rings can have magical properties. |
magelord's ash starstaff of greater warding (15-18 power, 3 apr, physical 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 ---------- Phys.crit +7.0% Spell.crit +2% Spell.pwr +12 (+3 eff.) Melee+ 21 arcane Dmg.mod +15% physical ----- def ----- Armour +6 Defense +7 (+3 eff.) ---------- misc Max.mana +36.00 Wards +3 physical Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane Power 64.0 - 76.8 Physical Uses 140% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+3 eff.) Dmg.mod +20% physical Acc +7 (+4 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Channel Staff: Level 2.0 Pwr.cost 9 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
elven-wood vilestaff 'Silima' (25-30 power, 5 apr, temporal element)5.0 T4 staff 1H weapon [Random Unique] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% On Hit: * 40% chance to corrode armour by 30% While equipped: Stats +1 Wil dps ---------- Phys.crit +9.0% Spell.crit +13% Crit.mult +11.00% Phys.pwr +11 (+4 eff.) Spell.pwr +21 (+6 eff.) Mind.pwr +2 (+1 eff.) Dmg.mod +25% temporal Acc +9 (+5 eff.) ----- def ----- Armour +7 Defense +5 (+2 eff.) Phys.save +9 (+3 eff.) Spell.save +9 (+3 eff.) Mind.save +21 (+7 eff.) ---------- misc Wards +2 temporal Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding dragonbone starstaff of channeling (30-36 power, 6 apr, temporal element)5.0 T5 staff 2H weapon [Ego++] Arcane/Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Spell.crit +5% Spell.pwr +37 (+10 eff.) Dmg.mod +30% temporal ----- def ----- HP.reg +1.90 Heal.mod +24% ---------- misc Mana/turn +0.31 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
Staff of Absorption7.0 staff 2H weapon [Plot Item] Unknown Power 30.0 - 33.0 Arcane Uses 100% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+5 eff.) Acc +20 (+10 eff.) Absorb energies. Uses 1000 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
Eilinibeth the steel battleaxe (21-31.5 power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Master Power 21.0 - 31.5 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 111% Melee+ +16 temporal On Crit.r2 +4 blight On Hit: * 20% chance to gain 10% of a turn (3/turn limit) On Crit: * cripple the target While equipped: Stats +6 Dex +1 Wil dps ---------- Phys.crit +13.0% Dmg.mod +3% blight +13% physical +6% arcane Res.pen +13% physical Acc +13 (+7 eff.) Apr +13 On Hit (Melee): * 10% chance to disease Massive two-handed battleaxes. |
Silent Blade (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Cun 25 [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Str, 55% Dex Acc+ +0.5% APR / acc Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+5 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Merkul's Second Eye4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Unique] Arcane Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
Sanguine Shield (14 def, 4 armour, 220 block)7.0 T4 shield armor Reqs Heavy Armour Training 2 [Unique] Master While equipped: Stats +10 Con ----- def ----- Armour +4 Defense +14 (+7 eff.) Rng.Def +14 (+7 eff.) Fatigue +19% Resists +25% blight HP.reg +5.00 ---------- misc Talents +5 Block Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
Alobers the elven-silk robe (5 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +4 Cun dps ---------- Spell.crit +6% Spell.pwr +17 (+5 eff.) Dmg.mod +6% blight +7% light +27% darkness +8% all On Hit (Melee): * 20% chance to disease ----- def ----- Defense +5 (+2 eff.) Resists +24% darkness ---------- misc Equi/ret +0.12 Max.hate +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
hardened leather armour 'Elenorain' (14 def, 6 armour) =str dex con=9.0 T3 light armor [Rare] Master While equipped: Stats +5 Str +6 Dex +2 Con dps ---------- Phys.pwr +8 (+3 eff.) ----- def ----- Armour +6 Defense +14 (+7 eff.) Rng.Def +9 (+4 eff.) Fatigue +8% Phys.save +8 (+3 eff.) Max.HP +20.00 HP.reg +0.60 ---------- misc Max.stam +10.00 A suit of armour made of leather. |
Girdle of the Calm Waters =res blight cold nat=1.0 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. |
Polyriadabeth the hardened leather belt =aa=1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) Spell.pwr +7 (+2 eff.) Melee Ret 12 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% temporal D.Red.from +21% Summoned Spell.save +7 (+2 eff.) Mind.save +8 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Erudar the cashmere cloak (8 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Res.pen +10% physical Apr +2 ----- def ----- Defense +8 (+4 eff.) Resists +12% fire +16% light +1% physical Phys.save +6 (+2 eff.) Stealth +5 Die.at -40.00 life ---------- misc Max.stam +20.00 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 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Cloud Caller (0 def, 0 armour) =res light lit=2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Call Lightning: Level 1.0 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 32.65 to 97.96 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
miner's dwarven-steel helm of the depths (0 def, 6 armour)3.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Fatigue +4% Resists +8% cold ---------- misc Infravis +2 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 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. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (116 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
voratun pickaxe of delving (dig speed 20 turns)3.0 T5 digger tool [Ego+] Master While equipped: Stats +6 Str +3 Con ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. This item has been sent to the Item's Vault. |
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 270/400 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. |
quick steel torque of thermal psionic shield [power 31] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 31 for 7 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of kinetic psionic shield [power 63] (20 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 63 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 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
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By --Aianeese the Ghoul Paradox Mage level 18
2nd Allure 123rd year of Ascendancy at 05:39 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By --Aianeese the Ghoul Paradox Mage level 28
20th Pyre 123rd year of Ascendancy at 16:19 see stats
Best album ever! (Nightmare (Roguelike) difficulty)
Removed 89 beneficial effects from enemies via Disintegration.By --Aianeese the Ghoul Paradox Mage level 20
4th Regrowth 123rd year of Ascendancy at 01:54 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By --Aianeese the Ghoul Paradox Mage level 13
26th Dusk 122nd year of Ascendancy at 19:31 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By --Aianeese the Ghoul Paradox Mage level 17
1st Decay 122nd year of Ascendancy at 03:38 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By --Aianeese the Ghoul Paradox Mage level 23
40th Regrowth 123rd year of Ascendancy at 11:56 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By --Aianeese the Ghoul Paradox Mage level 18
1st Allure 123rd year of Ascendancy at 23:54 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By --Aianeese the Ghoul Paradox Mage level 10
8th Dusk 122nd year of Ascendancy at 09:59 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By --Aianeese the Ghoul Paradox Mage level 20
2nd Regrowth 123rd year of Ascendancy at 16:11 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By --Aianeese the Ghoul Paradox Mage level 15
67th Dusk 122nd year of Ascendancy at 15:12 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By --Aianeese the Ghoul Paradox Mage level 22
31st Regrowth 123rd year of Ascendancy at 09:30 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By --Aianeese the Ghoul Paradox Mage level 10
8th Dusk 122nd year of Ascendancy at 10:20 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By --Aianeese the Ghoul Paradox Mage level 18
2nd Allure 123rd year of Ascendancy at 05:39 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By --Aianeese the Ghoul Paradox Mage level 5
3rd Mirth 122nd year of Ascendancy at 22:36 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By --Aianeese the Ghoul Paradox Mage level 25
15th Pyre 123rd year of Ascendancy at 15:22 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By --Aianeese the Ghoul Paradox Mage level 17
80th Haze 122nd year of Ascendancy at 07:40 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By --Aianeese the Ghoul Paradox Mage level 27
19th Pyre 123rd year of Ascendancy at 19:18 see stats
Log
You gain 2.00 gold from the transmogrification of stralite mail armour (4 def, 8 armour).
You gain 1.70 gold from the transmogrification of dwarven-steel mail armour of cold resistance (3 def, 8 armour).
You gain 3.85 gold from the transmogrification of high-capacity quiver of elven-wood arrows of accuracy (48/48, 42-58.8 power, 14 apr).
You gain 4.41 gold from the transmogrification of steady reinforced leather sling of power.
You gain 0.50 gold from the transmogrification of stralite ring.
You gain 6.43 gold from the transmogrification of heroism infusion of the wizard (+17 for 9 turns, die at -578).
There is a teleportation circle to the surface here (press '' or right click to use).
Saving game...
Saving done.
You transfer Shockbiter (11.5-16.1 power, 3 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Shantiz the Stormblade (15-19.5 power, 20 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Emavea to the online item's vault.
Saving done.
Saving game...
Saving done.
--Aianeese deactivates Disintegration.
--Aianeese deactivates Matter Weaving.
--Aianeese deactivates Reality Smearing.
--Aianeese deactivates Premonition.
--Aianeese deactivates Gravity Locus.
--Aianeese deactivates Contingency.
































































































