









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | 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:
Items Vault 1.5.0Donators/Buyers bonus! 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 Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Doombringer |
| Level / Exp | 21 / 98% |
| Size | big |
| Lifes / Deaths | Killed by Aroma the bone giant at level 21 on the 43rd Dusk 122nd year of Ascendancy at 19:57 / 1 |
Primary Stats
| Strength | 57 (base 47) |
| Dexterity | 29 (base 10) |
| Constitution | 27 (base 15) |
| Magic | 61 (base 42) |
| Willpower | 17 (base 10) |
| Cunning | 41 (base 11) |
Resources
| Life | -15/692 |
| Positive | 6/90 |
| Stamina | 162/178 |
| Vim | 0/70 |
| Healing Factor | 1.2294416243655 |
| Regeneration | 6.8449739985013 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +104.11345860396% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 120 |
| Accuracy | 43 |
| Crit Chance | 33% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +9% |
| Acid | +12% |
| Light | +25% |
| Lightning | +79% |
| Cold | +10% |
| Physical | +10% |
| Fire | +20% |
| All | 0% |
Offense: Damage Penetration
| Nature | +10% |
| Arcane | +15% |
Defense: Base
| Armour (hardiness) | 45.424442326791 (48.103448275862%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 15 |
| Physical Save | 24 |
| Spell Save | 46 |
| Mental Save | 41 |
Defense: Resistances
| Arcane | + 9%( 70%) |
| Cold | + 21%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 27%( 70%) |
| Light | + 33%( 70%) |
| Temporal | + 14%( 70%) |
| Darkness | + 25%( 70%) |
| Physical | + 31%( 70%) |
| Fire | + 54%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Teleport Resistance | 50% |
| Instadeath Resistance | 100% |
| Poison Resistance | 0% |
| Confusion Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 333 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 13% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
| Corruption / Torture | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Corruption / Fearfire | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Oppression | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 3/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Flame of Urh'Rok |
| talent | Eternal Suffering |
| talent | Chant of Fortitude |
| talent | Horrifying Blows |
| talent | Abyssal Shield |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
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 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 |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
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 lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 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 sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost tinker from death by giant lightning ant. Escort: lost tinker (level 2 of Old Forest) | failed |
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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 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. * 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 76. | 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: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed orc heart. * You've found the needed skeleton mage skull. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed hummerhorn wing. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' 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 vial of squid ink. * '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.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | 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 |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Suntooth' (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +4 Dex +4 Mag +2 Cun +2 Con dps ---------- Dmg.mod +15% light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +4 Fatigue +3% Resists +8% cold +6% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Un'fezan's Cap (1 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+3 eff.) Mind.pwr +8 (+4 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +10% physical +10% temporal Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.0 Pwr.cost 15 out of 0/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
| Tool | Scorchpierce (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +12% acid Melee Ret 20 acid ----- def ----- Armour +3 Defense +6 (+3 eff.) Resists +8% physical +18% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Gilukath the Thundersquall0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +27% lightning Melee Ret 8 lightning 20 light Rings can have magical properties. |
| On fingers | Nagrim0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Cun +6 Dex dps ---------- S.pwr/crit +8 Dmg.mod +12% lightning +10% physical Res.pen +15% arcane Acc +7 (+3 eff.) ----- def ----- Resists +24% lightning +10% physical +5% arcane Spell.save +30 (+10 eff.) ---------- misc Max.mana +40.00 Max.vim +10.00 Rings can have magical properties. |
| Around waist | Gatta the Tempestravage1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +7.0% Mind.crit +7% Dmg.mod +18% lightning Melee Ret 8 nature On Hit (Melee): * Slows global speed by 30% * 30% chance to daze at end of turn A belt that goes around your waist. |
| In main hand | Tirakai's Maul (44-57.2 power, 9 apr)5.0 T3 greatmaul 2H weapon [Unique] Arcane Power 44.0 - 57.2 Lightning Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +36 dazing lightning While equipped: Stats +6 Dex +11 Mag +6 Cun +5 Con dps ---------- Dmg.mod +22% lightning +10% fire +10% cold ---------- misc Masteries +0.20 Golem/Arcane Prothotipe's Prismatic Eye: Lightning Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
| On hands | 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 1/24. 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 71.88 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. |
| Main armor | Viperslice (11 def, 14 armour)14.0 T3 heavy armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +9% nature Res.pen +10% nature On Hit (Melee): * Slows global speed by 30% * 30% chance to corrode armour by 30% ----- def ----- Armour +14 Defense +11 (+6 eff.) Fatigue +16% Mind.save +14 (+4 eff.) A suit of armour made of mail. |
| Cloak | Ivaldarin the Cleansewing (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Melee Ret 12 fire On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +9% nature +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | restful steel amulet of teleportation0.1 T2 amulet jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -4% HP.reg +1.90 Teleport- +50% Teleport you randomly (rad 36) Puts all charms on 15 cooldown Amulets can have magical properties. |
Inventory
cleansing copper amulet of mastery (0.11 Corruption / Demonic strength)0.1 T1 amulet jewelry [Ego] Disrupt/Master While equipped: ----- def ----- Resists +10% nature +11% blight Poison- +21% Disease- +21% ---------- misc Masteries +0.11 Corruption/Demonic strength Amulets can have magical properties. |
copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Rings can have magical properties. |
marksman's copper ring of blinding strikes0.1 T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 20 light Ranged+ 20 light Acc +6 (+2 eff.) On Hit (Melee): * 12% chance to blind On Hit (Ranged): * 12% chance to blind Rings can have magical properties. |
Lisowen (33-49.5 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Master Power 33.0 - 49.5 Mind Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.crit +2.0% Dmg.mod +3% mind Acc +4 (+2 eff.) Apr +2 ----- def ----- Resists +6% mind Massive two-handed mauls. |
Obliterator (48-72 power, 10 apr)5.0 T3 greatmaul 2H weapon [Unique] Master Power 48.0 - 72.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +10 Crit +0.0% Atk.spd 100% Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
dwarven-steel greatsword 'Xerewe' (37.5-60 power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Disrupt/Master Power 37.5 - 60.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +8 mind Against +16% Unnatural On Hit: * Slows global speed by 14% * leeches stamina from the target While equipped: Stats +3 Wil dps ---------- Phys.crit +16.0% Crit.mult +19.00% Apr +10 Melee Ret 12 nature slow ----- def ----- Resists +9% temporal Spell.save +9 (+3 eff.) Massive two-handed swords. |
elemental steel greatsword (28-44.8 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Arcane Power 28.0 - 44.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% On Hit: * Random elemental explosion While equipped: dps ---------- Res.pen +12% acid +10% fire +13% cold +13% lightning Massive two-handed swords. |
flaming dwarven-steel greatsword of amnesia (35.5-56.8 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Arcane/Psionic Power 35.5 - 56.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +12 fire On Hit: * 25% chance to put talents on cooldown While equipped: Massive two-handed swords. |
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 belt 'Splendourstoker'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% light Res.pen +5% light +20% fire Melee Ret 8 light ----- def ----- Resists +12% fire D.Red.from +15% Summoned A belt that goes around your waist. |
Baregrim (1 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% arcane Res.pen +10% arcane ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +13% cold ---------- misc Mana/s.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Porotha the Arcwarden (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Spell.crit +1% Crit.mult +10.00% Spell.pwr +6 (+2 eff.) Res.pen +5% arcane Melee Ret 8 lightning ----- def ----- Armour +1 Fatigue +1% Resists +6% cold +6% fire ---------- misc Mana/turn +0.04 A pair of boots made of leather. |
restful rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +11 (+4 eff.) ----- def ----- Armour +1 HP.reg +1.20 ---------- misc Stam/turn +0.60 Max.stam +12.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Betydamira the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Con dps ---------- Dmg.mod +18% mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Fatigue +3% Resists +6% fire Spell.save +22 (+8 eff.) A cap made of leather. |
Ivirin the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Melee Ret 4 mind ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal +12% cold +6% fire Mind.save +9 (+3 eff.) Poison- +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
fortifying iron mail armour of the deep (2 def, 5 armour)14.0 T1 heavy armor [Ego++] Nature/Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +5 Defense +2 (+1 eff.) Fatigue +12% Resists +5% acid +6% cold Max.HP +32.00 ---------- misc Breathe water A suit of armour made of mail. |
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. |
259 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. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (0/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 17/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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
Anti-Antimagic! (Nightmare (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Bilel the Ogre Doombringer level 21
40th Dusk 122nd year of Ascendancy at 04:51 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Bilel the Ogre Doombringer level 18
22nd Dusk 122nd year of Ascendancy at 06:26 see stats
Hell has no fury like a demon scorned! (Nightmare (Roguelike) difficulty)
Escaped the Searing Halls.By Bilel the Ogre Doombringer level 5
77th Pyre 122nd year of Ascendancy at 21:34 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 Bilel the Ogre Doombringer level 17
14th Dusk 122nd year of Ascendancy at 01:14 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Bilel the Ogre Doombringer level 10
4th Mirth 122nd year of Ascendancy at 12:27 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Bilel the Ogre Doombringer level 20
34th Dusk 122nd year of Ascendancy at 10:33 see stats
Once bitten, twice shy (Nightmare (Roguelike) difficulty)
Escaped the Anteroom of Agony.By Bilel the Ogre Doombringer level 21
36th Dusk 122nd year of Ascendancy at 12:25 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Bilel the Ogre Doombringer level 18
22nd Dusk 122nd year of Ascendancy at 17:55 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Bilel the Ogre Doombringer level 8
1st Mirth 122nd year of Ascendancy at 13:23 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Bilel the Ogre Doombringer level 13
7th Flare 122nd year of Ascendancy at 06:14 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Bilel the Ogre Doombringer level 19
33rd Dusk 122nd year of Ascendancy at 19:55 see stats
Log
Bilel deactivates Fearscape.
Lava floor heals Bilel!
Bilel receives 60 healing.
You are brought back from the Fearscape!
Aroma the bone giant uses Bone Armour.
A shield forms around Aroma the bone giant.
Aroma the bone giant rushes out!
Bilel is dazed!
Bilel hits Aroma the bone giant for (6 resist armour), 0 lightning, (8 resist armour), 0 light, (9 resist armour), 0 acid, (5 resist armour), 0 blight, (10 resist armour), 0 fire, (3 resist armour), 0 nature (0 total damage).
Aroma the bone giant hits Bilel for 71 physical, 9 arcane, 10 blight (91 total damage).
Bilel's mind surges with critical power!
Aroma the bone giant shrugs off the critical damage!
Aroma the bone giant is on fire!
Aroma the bone giant resists the searing flame!
Bilel hits Aroma the bone giant for (17 resist armour), (7 absorbed), 0 fire (0 total damage).
Aroma the bone giant uses Stun.
Aroma the bone giant performs a melee critical strike against Bilel!
Bilel shrugs off the critical damage!
Bilel is not dazed anymore.
Bilel hits Aroma the bone giant for (6 resist armour), 0 lightning, (8 resist armour), 0 light, (9 resist armour), 0 acid, (5 resist armour), 0 blight, (10 resist armour), 0 fire, (3 resist armour), 0 nature (0 total damage).
Aroma the bone giant hits Bilel for 69 physical, 9 arcane, 10 blight, 7 arcane (96 total damage).
Burning from Bilel hits Aroma the bone giant for (9 resist armour), 0 fire (0 total damage).
Bilel folds the space between two points.
Aroma the bone giant throws two quick punches.
Aroma the bone giant uses Slumber.
Bilel shrugs off the effect 'Slumber'!
Saving game...
































































































