











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Forbidden Cults 1.7.0Official 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.
Ashes of Urh'Rok 1.7.0Official 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:
Items Vault 1.7.0Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.7.0Official 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:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.0Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Bulwark |
| Level / Exp | 17 / 76% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 53 (base 40) |
| Dexterity | 18 (base 12) |
| Constitution | 49 (base 38) |
| Magic | 15 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 30 (base 10) |
Resources
| Life | 883/883 |
| Stamina | 88/138 |
| Healing Factor | 1.4932873839944 |
| Regeneration | 5.8984851667779 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +30% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 26.446758763835 |
| See Invisible | 26.446758763835 |
Offense: Mainhand
| Damage | 75 |
| Accuracy | 24 |
| Crit Chance | 16% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Nature | +9% |
| Cold | +45% |
| Blight | +3% |
| Acid | +10% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
Defense: Base
| Armour (hardiness) | 80.659099217902 (87.807182003187%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 18 |
| Physical Save | 41 |
| Spell Save | 31 |
| Mental Save | 35 |
Defense: Resistances
| Lightning | + 15%( 70%) |
| Light | + 34%( 70%) |
| Nature | + 24%( 70%) |
| Blight | + 15%( 70%) |
| Darkness | + 32%( 70%) |
| Cold | + 42%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 32% |
| Teleport Resistance | 10% |
| Confusion Resistance | 21% |
| Pinning Resistance | 20% |
| Disarm Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 56% |
Inscriptions (3/3)
| 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 280 damage for 4 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 295 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 607% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Technique / Battle tactics | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Shield Wall |
| talent | Chant of Fortitude |
| beneficial effect | Increases crit chance by 5% and critical power by 20%. 1 charge(s). Ogre Fury |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Scintillating Caves. Escort: worried loremaster (level 3 of Scintillating Caves)As a reward you improved Constitution by +5. | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed honey tree root. * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed warg claw. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | 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 within | active |
Equipment
| On feet | [vs. Frost Treads (1 def, 4 armour) (On feet)]Frost Treads (1 def, 4 armour) 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4(-) Str +4(-) Wil +4(-) Cun dps ---------- Mov.spd +20% (-) Dmg.mod +15%(-) cold ----- def ----- Armour +4 (-) Defense +1 (+1 eff.) (-) Fatigue +7% (-) Resists +10%(-) nature +20%(-) cold ---------- misc Light +1 (-) Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | [vs. survivor's brass lantern of health (Light source)]survivor's brass lantern of health 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+1 eff.) (-) Max.HP +40.00 (-) Heal.mod +10% (-) ---------- misc Light +3 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. rough leather cap 'Abyssquake' (0 def, 5 armour) (On head)]rough leather cap 'Abyssquake' (0 def, 5 armour) 2.0 T1 head armor [Rare] Nature While equipped: Stats +2(-) Dex dps ---------- Acc +5 (+2 eff.) (-) Melee Ret 6(-) fire ----- def ----- Armour +5 (-) Fatigue +1% (-) Resists +11%(-) light +10%(-) darkness ---------- misc Stam/turn +1.00 (-) A cap made of leather. |
| On hands | [vs. storm dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) (On hands)]storm dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3(-) Str dps ---------- Phys.pwr +5 (+1 eff.) (-) Melee+ 5(-) lightning Dmg.mod +3%(-) lightning ----- def ----- Armour +2 (-) Fatigue +3% (-) Resists +6%(-) lightning Unarmed combat: Power 22.5 - 31.5 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +9 (-) Crit +8.0% (-) Atk.spd 83% (-) On Crit.r2 +8(-) lightning On Hit: 10% Lightning Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | [vs. elm wand of shielding [power 110] (20 cooldown) (Tool)]elm wand of shielding [power 110] (20 cooldown) 2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | [vs. mule's copper ring of tenacity (On fingers, 1 of 2)]mule's copper ring of tenacity 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% (-) Max.HP +20.00 (-) Disarm- +21% (-) Pinning- +20% (-) Knockbk- +24% (-) ---------- misc Max.enc +22 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. mule's copper ring of tenacity (On fingers, 1 of 2)]mule's copper ring of clarity 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -4% (-) Mind.save +6 (+3 eff.) Max.HP +0.00 (-20.00) Disarm- +0% (-21%) Confus- +21% Pinning- +0% (-20%) Knockbk- +0% (-24%) ---------- misc Max.enc +22 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| Around neck | [vs. Leluyagrim the steel amulet (Around neck)]Leluyagrim the steel amulet 0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +3(-) Str +5(-) Dex +3(-) Mag +3(-) Cun +5(-) Con dps ---------- Phys.crit +3.0% (-) Spell.crit +8% (-) Spell.pwr +8 (+6 eff.) (-) Mov.spd +10% (-) Dmg.mod +10%(-) acid +10%(-) fire +10%(-) cold +9%(-) lightning ----- def ----- Fatigue -5% (-) HP.reg +3.00 (-) ---------- misc Stam/turn +0.50 (-) Amulets make your neck look great! |
| In main hand | [vs. Bill's Tree Trunk (30-51 power, 7 apr) (In main hand)]Bill's Tree Trunk (30-51 power, 7 apr) 5.0 T1 greatmaul 2H weapon Reqs Str 25 [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 (-) Crit +1.5% (-) Atk.spd 100% (-) While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
| Around waist | [vs. rough leather belt 'Growbiter' (Around waist)]rough leather belt 'Growbiter' 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2(-) Wil dps ---------- Crit.mult +5.00% (-) Dmg.mod +9%(-) nature ----- def ----- Resists +6%(-) nature HP.reg +0.70 (-) Heal.mod +12% (-) ---------- misc Equi/ret +0.04 (-) Max.stam +10.00 (-) A belt that goes around your waist. |
| In off hand | [vs. Salulle (0 def, 21 armour, 26-31 power, 40.5 block) (In off hand)]Salulle (0 def, 21 armour, 26-31 power, 40.5 block) 7.0 T2 shield armor Reqs Shield usage training Str 16 [Rare] Arcane When used to Attack: Power 26.0 - 31.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% (-) Block +40 (-) While equipped: Stats +2(-) Cun +1(-) Con ----- def ----- Armour +21 (-) Fatigue +8% (-) Resists +13%(-) light +11%(-) darkness ---------- misc Talents +1.00(-) Block Handheld deflection devices. |
| Cloak | [vs. Daganarindur the linen cloak (1 def, 6 armour) (Cloak)]Daganarindur the linen cloak (1 def, 6 armour) 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3%(-) blight ----- def ----- Armour +6 (-) Defense +1 (+1 eff.) (-) Resists +3%(-) light +3%(-) darkness Die.at -80.00 life (-) Max.HP +34.00 (-) Teleport- +10% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Yarudekan (21 def, 15 armour) (Main armor)]Yarudekan (21 def, 15 armour) 14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Random Unique] Master/Psionic While equipped: Stats +4(-) Cun dps ---------- Melee+ 0(-20) item blight disease Res.pen +5%(-) blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 11 ----- def ----- Armour +15 (-) Defense +21 (+17 eff.) (-) Fatigue +12% (-) Resists +6%(-) blight +15%(-) cold Mind.save +22 (+11 eff.) (-) A suit of armour made of mail. |
Inventory
healing infusion of the titan (heal 175; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 175 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the wizard (die at -321; dur 6; cd 34)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -321 life. The duration and life will increase by 1% for every 1% life you have lost (currently 321 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 20%; physical; dur 2; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd 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. 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 108; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd 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 108 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. Leluyagrim the steel amulet (Around neck)]Withering Orbs 0.1 T1 amulet jewelry [Unique] Psionic While equipped: Stats +0(-3) Str +0(-5) Dex +0(-3) Mag +0(-3) Cun +0(-5) Con dps ---------- Phys.crit +0.0% (-3.0%) Spell.crit +0% (-8%) Spell.pwr +0 (+0 eff.) (-8 (-6 eff.)) Mind.pwr +5 (+3 eff.) Mov.spd +0% (-10%) Melee+ 5 mind Ranged+ 5 mind Dmg.mod +0%(-10%) acid +0%(-10%) fire +0%(-10%) cold +0%(-9%) lightning ----- def ----- Fatigue +0% (+5%) HP.reg +0.00 (-3.00) ---------- misc Stam/turn +0.00 (-0.50) See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
[vs. rough leather cap 'Abyssquake' (0 def, 5 armour) (On head)]Cloud Caller (0 def, 0 armour) 2.0 T1 head armor [Unique] Nature While equipped: Stats +0(-2) Dex dps ---------- Dmg.mod +10% lightning +10% cold Acc +0 (+0 eff.) (-5 (-2 eff.)) Melee Ret 0(-6) fire ----- def ----- Armour +0 (-5) Fatigue +0% (-1%) Resists +10% lightning +10% cold +0%(-11%) light +0%(-10%) darkness ---------- misc Stam/turn +0.00 (-1.00) A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 23.77 to 71.30 lightning damage (47.53 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
[vs. rough leather cap 'Abyssquake' (0 def, 5 armour) (On head)]Eilinakira the iron helm (0 def, 3 armour) =water breathing= 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +0(-2) Dex +2 Con dps ---------- Crit.mult +15.00% Acc +5 (+2 eff.) (-) Melee Ret 0(-6) fire ----- def ----- Armour +3 (-2) Fatigue +5% (+4%) Resists +6% cold +0%(-11%) light +0%(-10%) darkness Mind.save +9 (+4 eff.) ---------- misc Stam/turn +0.00 (-1.00) Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Yarudekan (21 def, 15 armour) (Main armor)]steel mail armour 'Gilydar' (2 def, 6 armour) 14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Random Unique] Master/Psionic While equipped: Stats +0(-4) Cun dps ---------- Crit.mult +5.00% Mind.pwr +5 (+3 eff.) Melee+ 0(-20) item blight disease Dmg.mod +3% acid Res.pen +0%(-5%) blight ----- def ----- Armour +6 (-9) Defense +2 (+2 eff.) (-19 (-15 eff.)) Fatigue +12% (-) Resists +0%(-6%) blight +6% physical +5% mind +19%(+4%) cold Phys.save +15 (+5 eff.) Mind.save +10 (+5 eff.) (-12 (-6 eff.)) ---------- misc Max.psi +30.00 A suit of armour made of mail. |
[vs. Yarudekan (21 def, 15 armour) (Main armor)]Spinal Cage (5 def, 8 armour) 9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex +0(-4) Cun dps ---------- Melee+ 0(-20) item blight disease Res.pen +0%(-5%) blight ----- def ----- Armour +8 (-7) Defense +5 (+5 eff.) (-16 (-12 eff.)) Fatigue +3% (-9%) Resists +0%(-6%) blight +15% physical +0%(-15%) cold Mind.save +0 (+0 eff.) (-22 (-11 eff.)) Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 23.17 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
[vs. Salulle (0 def, 21 armour, 26-31 power, 40.5 block) (In off hand)]steel shield of winter (0 def, 4 armour, 15-18 power, 44 block) 7.0 T2 shield armor Reqs Shield usage training Str 16 [Ego+] Nature When used to Attack: Power 15.0 - 18.0(-11.0 - -13.2) Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% (-) Block +44 (+4) Melee+ +14 cold While equipped: Stats +1 Wil +0(-2) Cun +0(-1) Con dps ---------- On shield block: + Deals 43 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +4 (-17) Fatigue +8% (-) Resists +10% cold +0%(-13%) light +0%(-11%) darkness ---------- misc Talents +1.00(-) Block Handheld deflection devices. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
225 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. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
[vs. elm wand of shielding [power 110] (20 cooldown) (Tool)]Tooth of the Mouth (dig speed 12 turns) 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
[vs. elm wand of shielding [power 110] (20 cooldown) (Tool)]Imp Claw 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 86.90 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Kexo Kix the Ogre Bulwark level 10
5th Flare 122nd year of Ascendancy at 10:44 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Kexo Kix the Ogre Bulwark level 13
1st Dusk 122nd year of Ascendancy at 18:05 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Kexo Kix the Ogre Bulwark level 9
1st Flare 122nd year of Ascendancy at 17:35 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Kexo Kix the Ogre Bulwark level 14
7th Dusk 122nd year of Ascendancy at 08:59 see stats
Log
You gain 2.70 gold from the transmogrification of spellcowled linen cloak (1 def, 0 armour).
You gain 1.36 gold from the transmogrification of flaming steel waraxe (14-19 power, 3 apr).
You gain 1.00 gold from the transmogrification of acidic steel waraxe (16-22 power, 3 apr).
You gain 5.88 gold from the transmogrification of strafer's steel steamgun of fire.
You gain 1.83 gold from the transmogrification of potent ash magestaff (18-22 power, 3 apr, cold element).
You gain 13.72 gold from the transmogrification of ash starstaff 'Phoenixtide' (15-18 power, 3 apr, temporal element).
You gain 9.83 gold from the transmogrification of Glorabrevena the Blacklash (15-18 power, 3 apr, darkness element).
You gain 9.90 gold from the transmogrification of Flashhack the elm magestaff (10-12 power, 2 apr, cold element).
You gain 4.29 gold from the transmogrification of balanced steel mace of daylight (14-19 power, 3 apr).
You gain 11.48 gold from the transmogrification of Maladur the steel mace (13-18 power, 3 apr).
You gain 1.85 gold from the transmogrification of steel longsword of persecution (15-21 power, 3 apr).
You gain 0.70 gold from the transmogrification of steel longsword of massacre (20-28 power, 3 apr).
You gain 1.49 gold from the transmogrification of steel longsword of erosion (16-22 power, 3 apr).
You gain 1.17 gold from the transmogrification of iron longsword of erosion (12-16 power, 2 apr).
You gain 4.05 gold from the transmogrification of balanced iron longsword of persecution (11-15 power, 2 apr).
You gain 3.47 gold from the transmogrification of ash longbow of piercing.
You gain 6.06 gold from the transmogrification of warbringer's dwarven-steel greatsword (38-60 power, 2 apr).
You gain 1.25 gold from the transmogrification of steel greatsword of amnesia (24-38 power, 2 apr).
You gain 1.00 gold from the transmogrification of arcing steel greatsword (22-35 power, 2 apr).
You gain 1.00 gold from the transmogrification of acidic steel greatsword (22-34 power, 2 apr).
You gain 2.76 gold from the transmogrification of arcing steel greatmaul of daylight (26-38 power, 2 apr).
You gain 9.99 gold from the transmogrification of Belabrema the iron greatmaul (20-30 power, 1 apr).
You gain 2.08 gold from the transmogrification of steel dagger of persecution (11-14 power, 6 apr).
You gain 1.17 gold from the transmogrification of chilling steel dagger (14-18 power, 6 apr).
You gain 2.93 gold from the transmogrification of balanced steel dagger of massacre (18-23 power, 6 apr).
You gain 3.69 gold from the transmogrification of balanced steel dagger of erosion (13-17 power, 6 apr).
You gain 3.19 gold from the transmogrification of hateful steel battleaxe of erosion (23-34 power, 2 apr).
You gain 1.27 gold from the transmogrification of shielding rune (absorb 91; dur 4; cd 18).
You gain 1.41 gold from the transmogrification of regeneration infusion of the warrior (heal 371; 12 cd).
You gain 1.12 gold from the transmogrification of healing infusion of the sneak (heal 120; cd 13).












































































