











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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! 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! 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official 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 | Insane Roguelike |
| Sex | Male |
| Race | Drem |
| Class | Writhing One |
| Level / Exp | 22 / 17% |
| Size | medium |
| Lifes / Deaths | Killed by Ce'Nedhessra the gigantic sandworm tunneler at level 22 on the 23rd Loss 122nd year of Ascendancy at 14:16 / 1 |
Primary Stats
| Strength | 19 (base 13) |
| Dexterity | 13 (base 10) |
| Constitution | 14 (base 13) |
| Magic | 60 (base 51) |
| Willpower | 10 (base 10) |
| Cunning | 49 (base 38) |
Resources
| Life | -2/693 |
| Mana | 70/226 |
| Insanity | 40/100 |
| Healing Factor | 1.1972895330003 |
| Regeneration | 9.5184517873524 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 42.316321645086 |
| See Invisible | 45.316321645086 |
Offense: Mainhand
| Damage | 44 |
| Accuracy | 40 |
| Crit Chance | 17% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +5% |
| Blight | +4% |
| Arcane | +6% |
| Cold | +5% |
| All | 0% |
| Darkness | +40% |
| Temporal | +12% |
| Mind | +18% |
| Fire | +5% |
| Lightning | +37% |
Offense: Damage Penetration
| Darkness | +40% |
| Temporal | +10% |
| Physical | +5% |
| Cold | +10% |
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 9.9999999999999 (35.65183292883%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 22 |
| Mental Save | 29 |
Defense: Resistances
| Darkness | + 23%( 70%) |
| Lightning | + 47%( 70%) |
| Light | + 20%( 70%) |
| Temporal | + 18%( 70%) |
| Blight | + 28%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 25%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Disarm Resistance | 22% |
| Confusion Resistance | 42% |
| Silence Resistance | 24% |
| Stun Resistance | 85% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (4/4)
| 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 399 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 62 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 580% 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 Magic 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 261 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Demented / Tentacles | 1.65 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Friend of the worm | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved Cunning 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 Vitality (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 chunk of ghoul flesh. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed ice ant stinger. 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 sandworm tooth. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within13 lumberjacks have died. | done |
Equipment
| On feet | pair of iron boots 'Crackledash' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +21% lightning +6% arcane ----- def ----- Armour +3 Fatigue +2% Resists +5% arcane Silence- +24% Confus- +22% Stun/Frz- +23% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Skybile'2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +20% darkness +10% lightning On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Resists +9% lightning Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +8 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 | linen wizard hat 'Yvugaba' (11 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +11 (+6 eff.) Resists +16% lightning +6% light Mind.save +3 (+1 eff.) Max.HP +60.00 Heal.mod +5% Def/telep +5 Res/telep +5% Dur/telep +5% A pointy cloth hat, very wizardly... |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature 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. |
| On fingers | Lelyravor0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Cun dps ---------- Phys.crit +1.0% Dmg.mod +6% mind Res.pen +5% physical Apr +2 ----- def ----- Max.HP +23.00 Disarm- +22% Pinning- +21% Knockbk- +22% ---------- misc Stam/turn +1.00 Rings make your fingers look great! |
| On fingers | Blindarc0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% temporal Res.pen +10% temporal Melee Ret 2 darkness 10 blight ----- def ----- Resists +3% blight HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
| Around waist | blurring rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +9 (+5 eff.) Resists +6% blight Stealth +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In main hand | Beoharasin the Shadowgore (111% power, 3 apr, darkness element)5.0 T2 staff 1H weapon [Rare] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +33% darkness +12% mind Res.pen +10% cold ----- def ----- Resists +9% darkness ---------- misc Max.psi +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | brawler's iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +2 Dex +2 Cun ----- def ----- Armour +1 Fatigue +1% Phys.save +6 (+3 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 104% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +3 Apr +3 Crit +7.0% Atk.spd 83% On Hit: 10% Set Up 1 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Cracklecast (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% temporal ----- def ----- Resists +6% blight +3% temporal +12% lightning +7% all Phys.save +3 (+2 eff.) Max.HP +43.00 HP.reg +5.70 Heal.mod +11% Stun/Frz- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Umbracutter the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Res.pen +20% darkness ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +12% cold ---------- misc Light +2 Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Delayavor the Duskmarrow0.1 T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Mag dps ---------- Spell.crit +4% Spell.pwr +9 (+3 eff.) Dmg.mod +5% acid +5% fire +5% cold +5% lightning Melee Ret 6 blight On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Masteries +0.35 Demented/Tentacles Amulets make your neck look great! |
Inventory
movement infusion of the wizard (speed 638%; 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 638% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Snowbane0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +11% lightning +12% fire +12% cold Stun/Frz- +21% Amulets make your neck look great! |
Abysskiller0.1 T2 amulet jewelry [Random Unique] Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% Dmg.mod +6% fire Res.pen +5% fire ----- def ----- Fatigue -15% Resists +3% darkness +3% fire HP.reg +6.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
Rainobeisance0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex +7 Cun +3 Con dps ---------- Phys.crit +2.0% ----- def ----- Fatigue -6% Resists +9% cold HP.reg +4.00 Blind- +21% ---------- misc Infravis +6 Sight +2 See.Invis +10 Amulets make your neck look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
treant's copper ring0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +5% nature +5% blight Poison- +12% Disease- +12% Rings make your fingers look great! |
Brandreign the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +12% acid +9% fire Melee Ret 2 nature On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Resists +3% acid +9% fire Phys.save +8 (+4 eff.) Rings make your fingers look great! |
marksman's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +2 Dex dps ---------- Acc +13 (+4 eff.) Apr +9 ----- def ----- Defense +9 (+5 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
wizard's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Mag dps ---------- Acc +7 (+2 eff.) Apr +12 ----- def ----- Defense +9 (+5 eff.) Spell.save +8 (+4 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Lisokira the ash starstaff (115% power, 3 apr, physical element)5.0 T2 staff 1H weapon [Random Unique] Arcane/Master Power 115% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +9 (+3 eff.) Dmg.mod +17% physical ----- def ----- Armour +6 Resists +9% fire Disease- +10% ---------- misc Mana/turn +0.10 Max.mana +38.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel greatmaul 'Cracklequake' (143% power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Nature/Master Power 144% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +8 lightning +4 temporal On Crit.r2 +4 lightning On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +10 Con +10 Wil dps ---------- Phys.crit +9.0% Dmg.mod +12% temporal ----- def ----- Max.HP +31.00 Massive two-handed mauls. |
warbringer's dwarven-steel longsword of enduring (127% power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego++] Nature/Master Power 127% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +10 Con +10 Wil dps ---------- Phys.pwr +7 (+4 eff.) Res.pen +7% physical ----- def ----- Max.HP +24.00 Disarm- +12% Sharp, long, and deadly. |
Adegabeth (111% power, 3 apr)3.0 T2 mace 1H weapon [Rare] Psionic Power 111% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +12 Dex dps ---------- Phys.pwr +10 (+5 eff.) ----- def ----- Resists +6% lightning +6% blight Blunt and deadly. |
Morningmire (104% power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Nature Power 105% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +4 light On Crit.r2 +12 nature +12 light While equipped: Stats +6 Wil +1 Cun +6 Con ----- def ----- Resists +6% light Max.HP +13.00 ---------- misc Max.psi +10.00 One-handed war axes. |
enhanced steel dagger (103% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Nature Power 104% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +3 Cun +3 Con Sharp, short and deadly. |
Nature's Blessing (8 def, 6 armour)9.0 T2 light armor Reqs Str 20 [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+4 eff.) Rng.Def +4 (+2 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+9 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Galdil the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +5% Crit.mult +15.00% Spell.pwr +3 (+1 eff.) Dmg.mod +6% arcane ----- def ----- Mind.save +6 (+3 eff.) A belt that goes around your waist. |
Winterrot1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Mind.pwr +4 (+2 eff.) Melee Ret 2 cold ----- def ----- Armour +4 Defense +5 (+3 eff.) Resists +6% fire +6% temporal Mind.save +6 (+3 eff.) Heal.mod +5% A belt that goes around your waist. |
Khelyhad (1 def, 8 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Dex +2 Con dps ---------- Phys.pwr +5 (+3 eff.) ----- def ----- Armour +8 Defense +1 (+1 eff.) ---------- misc Light +1 Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silugatira the Dawntickler (8 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +5 Con dps ---------- Res.pen +10% light Melee Ret 6 light On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +8 (+4 eff.) Resists +16% light +19% fire Stealth +7 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crackleblow (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +5 Dex dps ---------- Phys.crit +3.0% Res.pen +10% lightning ----- def ----- Armour +3 Resists +7% lightning +10% temporal Phys.save +15 (+8 eff.) A pair of boots made of leather. |
Aeruth (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +8 Con dps ---------- Crit.mult +15.00% Dmg.mod +7% physical ----- def ----- Armour +4 Fatigue +3% Resists +9% blight Spell.save +12 (+6 eff.) ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mayoth the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Disrupt While equipped: Stats +3 Con +4 Wil dps ---------- Mind.crit +4% Phys.pwr +6 (+3 eff.) Acc +5 (+2 eff.) Apr +6 ----- def ----- Armour +1 Resists +6% blight Spell.save +9 (+5 eff.) ---------- misc Hate/m.crit +2.00 Light +1 Unarmed combat: Power 90% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% On Hit: * 12% chance to slow global speed by 41% * 12% chance to reduce armor by 35% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Blastfear (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str +3 Dex +3 Cun +3 Con dps ---------- Dmg.mod +9% lightning Res.pen +20% lightning +10% mind ----- def ----- Armour +4 Fatigue +4% Resists +6% acid +21% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Isota' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Dex dps ---------- Dmg.mod +6% mind ----- def ----- Armour +4 Fatigue +4% Resists +9% temporal +5% arcane +3% nature Spell.save +3 (+2 eff.) ---------- misc Max.psi +50.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 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. |
5 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. |
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. |
3 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. |
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. |
2 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. |
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. |
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. |
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. |
3 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. |
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. |
261 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. |
Serpentlace the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +9% light +6% nature Apr +5 ----- def ----- Defense +10 (+5 eff.) ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Daimisus the Blackmaster (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- Res.pen +5% physical Apr +1 On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- Resists +6% fire +14% darkness +3% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Arytha' (dig speed 24 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Dex dps ---------- Phys.pwr +5 (+3 eff.) Mov.spd +10% ----- def ----- Armour +2 Resists +6% lightning +9% light Spell.save +6 (+3 eff.) Pinning- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
focusing elm wand of shielding [power 110] (17 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 17 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Vhan the Drem Writhing One level 11
23rd Profit 122nd year of Ascendancy at 20:52 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Vhan the Drem Writhing One level 10
10th Profit 122nd year of Ascendancy at 17:00 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Vhan the Drem Writhing One level 20
33rd Dearth 122nd year of Ascendancy at 11:42 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Vhan the Drem Writhing One level 15
4th Wealth 122nd year of Ascendancy at 15:46 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Vhan the Drem Writhing One level 12
36th Profit 122nd year of Ascendancy at 17:40 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Vhan the Drem Writhing One level 8
21st Voratun 122nd year of Ascendancy at 22:16 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Vhan the Drem Writhing One level 13
39th Profit 122nd year of Ascendancy at 14:43 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Vhan the Drem Writhing One level 18
17th Dearth 122nd year of Ascendancy at 09:06 see stats
Log
Vhan casts Rune: Shatter Afflictions.
Vhan stops being poisoned.
A shield forms around Vhan.
Vhan uses Infusion: Regeneration.
Vhan starts regenerating health quickly.
Gigantic sandworm tunneler starts to bleed black blood.
Ce'Nedhessra the gigantic sandworm tunneler's deep wound closes.
Ce'Nedhessra the gigantic sandworm tunneler stops bleeding.
Ce'Nedhessra the gigantic sandworm tunneler shares damage with his oozes!
Gigantic sandworm tunneler hits Vhan for 5 healing, (38 absorbed), 0 physical (0 total damage) [5 healing].
Melee retaliation hits Gigantic sandworm tunneler for 3 darkness, 17 blight (20 total damage).
Black Blood Bleeding from Vhan hits Ce'Nedhessra the gigantic sandworm tunneler for 7 darkness damage.
Vhan's defiled blood area effect performs a melee critical strike against Ce'Nedhessra the gigantic sandworm tunneler!
Vhan's defiled blood area effect misses Bloated ooze.
Bloated ooze's armor corrodes!
Vhan's defiled blood area effect performs a melee critical strike against Bloated ooze!
Ce'Nedhessra the gigantic sandworm tunneler shares damage with his oozes!
Vhan's defiled blood area effect hits Ce'Nedhessra the gigantic sandworm tunneler for 5 darkness damage.
Vhan's defiled blood area effect hits Bloated ooze for 11 darkness damage.
Vhan's defiled blood area effect hits Gigantic sandworm tunneler for 20 darkness damage.
Vhan's defiled blood area effect hits Bloated ooze for 11 darkness damage.
Ce'Nedhessra the gigantic sandworm tunneler performs a melee critical strike against Vhan!
Your shield crumbles under the damage!
The shield around Vhan crumbles.
Ce'Nedhessra the gigantic sandworm tunneler misses Vhan.
Ce'Nedhessra the gigantic sandworm tunneler shares damage with his oozes!
Ce'Nedhessra the gigantic sandworm tunneler hits Vhan for 13 healing, (24 absorbed), 81 mind (81 total damage) [13 healing].
Melee retaliation hits Ce'Nedhessra the gigantic sandworm tunneler for 1 darkness, 4 blight (5 total damage).
Vhan the level 22 drem writhing one was mindraped to death by Ce'Nedhessra the gigantic sandworm tunneler on level 2 of Sandworm lair.

































































































