











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This 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 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Ghoul |
| Class | Bulwark |
| Level / Exp | 26 / 71% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 74 (base 45) |
| Dexterity | 41 (base 28) |
| Constitution | 71 (base 44) |
| Magic | 11 (base 10) |
| Willpower | 6 (base 10) |
| Cunning | 34 (base 10) |
Resources
| Life | 1137/1137 |
| Stamina | 175/175 |
| Healing Factor | 1.3818019533321 |
| Regeneration | 7.2700702245071 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 4 |
| See Stealth | 8 |
| See Invisible | 13 |
Offense: Mainhand
| Damage | 115 |
| Accuracy | 55 |
| Crit Chance | 20% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Temporal | +9% |
| Mind | +15% |
| Physical | +14% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Physical | +20% |
| Lightning | +10% |
| Light | +5% |
| Cold | +20% |
Defense: Base
| Armour (hardiness) | 47.089348373821 (81.151787968034%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 30 |
| Physical Save | 52 |
| Spell Save | 50 |
| Mental Save | 14 |
Defense: Resistances
| Cold | + 29%( 70%) |
| Lightning | + 45%( 70%) |
| Darkness | + 28%( 70%) |
| Temporal | + 20%( 70%) |
| Blight | + 36%( 70%) |
| Acid | + 35%( 70%) |
| Fire | + 44%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Confusion Resistance | 20% |
| Fear Resistance | 100% |
| Poison Resistance | 90% |
| Blind Resistance | 29% |
| Silence Resistance | 20% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 29% |
Inscriptions (4/4)
| 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 318 damage for 3 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 342 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 123 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 Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Technique / Combat veteran | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Technique / Shield defense | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Undead / Ghoul | 1.10 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
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 grave | active |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' 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 wight ectoplasm. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed length of troll intestine. | 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 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 ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Gilulin the pair of dwarven-steel boots (30 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% physical ----- def ----- Armour +4 Defense +30 (+9 eff.) Fatigue -4% Phys.save +8 (+3 eff.) Disease- +20% Silence- +20% ---------- misc Max.enc +34 Stam/turn +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | deadly quiver of elm arrows (21/21, 25-35 power, 5 apr)3.0 T1 arrow ammo [Ego] Master Power 25.0 - 35.0 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 21 Arrows are used with bows to pierce your foes to death. |
| Light source | Prismmalice1.0 T3 lite [Random Unique] Arcane/Master While equipped: dps ---------- Res.pen +5% light +20% physical Melee Ret 2 light 18 fire ----- def ----- Resists +6% fire +6% temporal +6% cold Phys.save +6 (+2 eff.) Def/telep +12 Res/telep +12% Dur/telep +10% ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Sparkmalice (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +7 Dex dps ---------- Mind.pwr +20 (+10 eff.) Dmg.mod +15% mind Res.pen +10% lightning ----- def ----- Armour +4 Fatigue +4% ---------- misc Psi/ret +0.08 Max.hate +4.00 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 392.0 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Mayuletha the Cracklepride (0 def, 9 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 8 physical Dmg.mod +6% lightning +5% physical ----- def ----- Armour +9 Die.at -40.00 life Max.HP +40.00 Poison- +10% Disease- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature 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 | Duvyrim0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.crit +2.0% Crit.mult +5.00% ----- def ----- Crit.chn- 15.00% Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+6 eff.) ---------- misc Equi/ret +0.08 Light +1 Rings make your fingers look great! |
| On fingers | sneakthief's gold ring of sensing0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Cun +4 Dex dps ---------- Acc +5 (+1 eff.) ----- def ----- Blind- +29% ---------- misc Infravis +4 See.Stealth +8 See.Invis +13 Rings make your fingers look great! |
| Around neck | Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-7 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
| In main hand | Tundraweeper the stralite mace (38-54 power, 5 apr)3.0 T4 mace 1H weapon [Random Unique] Arcane/Master Power 38.5 - 53.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit.r1 +9 fire On Crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +9 (+3 eff.) Dmg.mod +6% cold Res.pen +20% cold Acc +9 (+3 eff.) On Hit (Melee): * 10% chance to reduce armor by 16% ----- def ----- Defense +8 (+3 eff.) Resists +10% blight Disarm- +29% Blunt and deadly. It was hardened by the digestive sack. |
| Around waist | Earudil1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% temporal ----- def ----- Defense +15 (+5 eff.) Resists +9% acid +10% fire +10% cold Die.at -40.00 life Confus- +20% A belt that goes around your waist. |
| In off hand | swashbuckler's stralite shield (0 def, 8 armour, 46-55 power, 141 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 45.5 - 54.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +141 While equipped: Stats +1 Str +1 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Daimidor (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +2 Str +1 Mag +3 Wil +9 Con dps ---------- Melee Ret 8 temporal ----- def ----- Defense +2 (+1 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Gobretira (20 def, 11 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Master While equipped: dps ---------- Apr +1 ----- def ----- Armour +11 Defense +20 (+6 eff.) Fatigue +22% Resists +35% lightning +18% fire ---------- misc Max.stam +10.00 A suit of armour made of metal plates. |
Inventory
movement infusion of the titan (speed 798%; 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 increase movement speed by 798% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 301; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 301 life over 5 turns. 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. |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+5 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
clarifying steel amulet of dexterity (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +12% mind Confus- +22% Amulets make your neck look great! |
insulating steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% fire +11% cold Amulets make your neck look great! |
rogue's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+3 eff.) Rings make your fingers look great! |
Dagger of the Past (25-32 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Mag 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+3 eff.) Spell.save +10 (+3 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Smeardare the dwarven-steel greatmaul (40-61 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Disrupt Power 40.5 - 60.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * 17 arcane resource burn * 20% chance to reduce all saves and defense by 19 While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Resists +9% nature ---------- misc Light +3 Massive two-handed mauls. |
Plague-Fire Sceptre (24-29 power, 4 apr, physical element)5.0 T3 staff 1H weapon Reqs Mag 24 [Unique] Arcane Power 24.0 - 28.8 Fire Uses 125% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+18 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 15 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
Staff of Absorption7.0 staff 2H weapon Reqs Mag 40 [Plot Item] Unknown Power 30.0 - 33.0 Arcane Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+14 eff.) Acc +20 (+6 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. |
Woequeen (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +18 (+13 eff.) Dmg.mod +9% darkness +20% fire Res.pen +15% darkness +10% fire ----- def ----- Resists +3% lightning +6% darkness ---------- misc Mana/turn +0.31 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
Aerunor the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Res.pen +10% mind ----- def ----- Resists +5% fire +5% cold ---------- misc Psi/ret +0.12 Max.vim +10.00 A belt that goes around your waist. |
Jaw of Rogroth1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+5 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
spellcowled cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+2 eff.) ---------- misc Max.mana +54.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots 'Tunarirak' (15 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Defense +15 (+5 eff.) Fatigue +2% Resists +5% fire +6% cold Blind- +10% Cut- +10% Confus- +10% ---------- misc Mana/s.crit +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Frigidcutter the hardened leather cap (15 def, 7 armour)2.0 T3 head armor [Rare] Master While equipped: ----- def ----- Armour +7 Defense +15 (+5 eff.) Fatigue +3% Resists +6% cold +12% temporal +9% nature +2% physical Phys.save +10 (+4 eff.) Spell.save +12 (+4 eff.) Poison- +10% A cap made of leather. |
bladed iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 392.0 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
enlightening cured leather armour of the hero (6 def, 4 armour)9.0 T2 light armor [Ego++] Arcane/Nature/Master/Psionic While equipped: Stats +5 Str +4 Dex +3 Mag +7 Wil +8 Cun ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Mind.save +10 (+8 eff.) Max.HP +32.00 A suit of armour made of leather. |
acidic steel shield of arcane resistance (+11%) (0 def, 4 armour, 19-23 power, 40.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Disrupt When used to Attack: Power 19.0 - 22.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 On Hit: * 14% chance to reduce armor by 16% While equipped: dps ---------- Melee+ 5 acid Melee Ret 3 acid ----- def ----- Armour +4 Fatigue +8% Resists +11% arcane ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield 'Brightsteel' (0 def, 4 armour, 20-23 power, 43 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 19.5 - 23.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +43 While equipped: Stats +1 Wil dps ---------- Res.pen +15% cold Melee Ret 10 mind 4 light ----- def ----- Armour +4 Fatigue +8% Resists +17% lightning Mind.save +6 (+6 eff.) ---------- misc Talents +1 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. |
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. |
9 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. |
6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+6 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 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. |
13 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(40 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+2 eff.) Max.HP +44.00 Heal.mod +11% ---------- 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. |
5 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. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
Wind Worn Shot (25/25, 39-47 power, 15 apr)3.0 T4 shot ammo [Unique] Nature Power 39.0 - 46.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
7 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. |
3 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. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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. |
6 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. |
6 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
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Rache the Ghoul Bulwark level 25
48th Haze 122nd year of Ascendancy at 21:25 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Rache the Ghoul Bulwark level 18
57th Dusk 122nd year of Ascendancy at 18:02 see stats
Level 10 (Roguelike)
Got a character to level 10.By Rache the Ghoul Bulwark level 10
4th Dusk 122nd year of Ascendancy at 07:43 see stats
Level 20 (Roguelike)
Got a character to level 20.By Rache the Ghoul Bulwark level 20
59th Dusk 122nd year of Ascendancy at 18:45 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Rache the Ghoul Bulwark level 20
3rd Haze 122nd year of Ascendancy at 09:24 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Rache the Ghoul Bulwark level 26
61st Haze 122nd year of Ascendancy at 18:33 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Rache the Ghoul Bulwark level 20
76th Dusk 122nd year of Ascendancy at 03:24 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Rache the Ghoul Bulwark level 11
19th Dusk 122nd year of Ascendancy at 05:34 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Rache the Ghoul Bulwark level 20
75th Dusk 122nd year of Ascendancy at 01:14 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Rache the Ghoul Bulwark level 15
39th Dusk 122nd year of Ascendancy at 20:17 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Rache the Ghoul Bulwark level 24
47th Haze 122nd year of Ascendancy at 17:55 see stats
Log
Ran for 16 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 3 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a previous level here (press '' or right click to use).
Ran for 16 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 16 turns (stop reason: at exit).
You gain 3.72 gold from the transmogrification of prismatic dwarven-steel helm of precognition (6 def, 4 armour).
You gain 6.52 gold from the transmogrification of stealthy pair of hardened leather boots of tirelessness (0 def, 3 armour).
You gain 25.00 gold from the transmogrification of The Calm (15 def, 0 armour).
You gain 4.19 gold from the transmogrification of spiritwalker's hardened leather belt.
You gain 6.59 gold from the transmogrification of short yew vilestaff of wizardry (20-24 power, 4 apr, darkness element).
You gain 10.00 gold from the transmogrification of Staff of Bones (20-24 power, 4 apr, blight element).
You gain 0.75 gold from the transmogrification of thorny mindstar (8-8 power, 24 apr, nature damage).
You gain 14.13 gold from the transmogrification of Quenchmalice (48-67 power, 5 apr).
You gain 4.28 gold from the transmogrification of truestriking dwarven-steel greatmaul of massacre (48-73 power, 2 apr).
You gain 8.55 gold from the transmogrification of truestriking stralite battleaxe of the mystic (41-62 power, 3 apr).
You gain 2.01 gold from the transmogrification of blink rune of the psychic (range 5; phase 11; cd 16).
There is a previous level here (press '' or right click to use).
You feel mildly anxious, and walk with caution.


































































































