











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! 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:
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 | 27 / 54% |
Size | medium |
Lifes / Deaths | Killed by war hound (wild summon) at level 24 on the 9th Shortage 122nd year of Ascendancy at 20:32 / 2Killed by Polotta the mean looking elven guard at level 27 on the 24th Iron 123rd year of Ascendancy at 09:25 |
Primary Stats
Strength | 30 (base 13) |
Dexterity | 19 (base 10) |
Constitution | 21 (base 13) |
Magic | 78 (base 58) |
Willpower | 22 (base 10) |
Cunning | 69 (base 49) |
Resources
Life | -299/757 |
Mana | 276/316 |
Insanity | 45/100 |
Healing Factor | 1.1448044672219 |
Regeneration | 7.1550279201371 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 42.975641342752 |
See Invisible | 42.975641342752 |
Offense: Mainhand
Damage | 61 |
Accuracy | 44 |
Crit Chance | 25% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 55 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Acid | +24% |
Darkness | +54% |
Temporal | +8% |
Blight | +9% |
Cold | +12% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Temporal | +10% |
Darkness | +35% |
Light | +25% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 17 (35.65183292883%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 0 |
Physical Save | 17 |
Spell Save | 33 |
Mental Save | 36 |
Defense: Resistances
Acid | + 11%( 70%) |
Blight | + 9%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 28%( 70%) |
All | + 6%( 70%) |
Darkness | + 16%( 70%) |
Light | + 11%( 70%) |
Temporal | + 19%( 70%) |
Lightning | + 23%( 70%) |
Fire | + 28%( 70%) |
Nature | + 9%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Bleed Resistance | 20% |
Confusion Resistance | 55% |
Teleport Resistance | 20% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Silence Resistance | 32% |
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 258 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 64 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 618% 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 42 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 Willpower stat. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Demented / Horrific body | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 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 | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Demented / Beyond sanity | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
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 defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the repented thief from death by Emelavena the bee swarm. Escort: repented thief (level 1 of Old Forest) | failed |
You failed to protect the repented thief from death by shadow. Escort: repented thief (level 4 of Old Forest) | failed |
You failed to protect the temporal explorer from death by Belalle the war bear. Escort: temporal explorer (level 2 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. * 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed wretchling eyeball. * You've found the needed skeleton mage skull. 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 bear paw. * You've found the needed honey tree root. * You've found the needed minotaur nose. | 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 within2 lumberjacks have died. | 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 | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +5 Cun dps ---------- Dmg.mod +15% acid Melee Ret 8 acid ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning Silence- +22% Confus- +23% Stun/Frz- +24% ---------- misc Hate/m.crit +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: ----- def ----- Resists +6% acid +3% darkness Die.at -60.00 life HP.reg +4.00 Stun/Frz- +20% Teleport- +20% ---------- misc Light +5 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 | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str +3 Dex +6 Cun +2 Con dps ---------- Dmg.mod +12% darkness Res.pen +5% nature +25% darkness +25% light ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +3% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 19% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 21 cooldown 100% to heal for 30. 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Armour +2 Defense +25 (+8 eff.) Fatigue -5% Resists +3% fire Spell.save +3 (+2 eff.) Cut- +20% ---------- misc Max.enc +21 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +5 Wil +4 Cun +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +12% cold ----- def ----- Resists +3% blight +24% cold +5% arcane +12% fire Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Arcane While equipped: ----- def ----- Armour +2 Defense +10 (+3 eff.) Fatigue -4% Resists +6% light Crit.chn- 15.00% HP.reg +2.00 Silence- +10% ---------- misc Max.enc +24 A belt that goes around your waist. |
In main hand | ![]() 5.0 T1 staff 1H weapon [Ego+] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +3% Phys.pwr +5 (+2 eff.) Spell.pwr +9 (+3 eff.) Dmg.mod +10% darkness Acc +5 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 14.0 - 15.4 Physical Uses 40% Dex, 40% Cun, 20% Mag 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Main armor | ![]() 9.0 T2 light armor [Rare] Arcane/Nature/Master While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun dps ---------- Dmg.mod +12% darkness ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +3% nature Crit.chn- 15.00% Die.at -80.00 life Max.HP +63.00 A suit of armour made of leather. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +12% fire ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +9 (+5 eff.) Mind.save +6 (+3 eff.) Die.at -20.00 life Max.HP +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid ----- def ----- Defense +5 (+2 eff.) Resists +12% lightning +9% fire +5% arcane +6% temporal Heal.mod +5% Pinning- +20% Stun/Frz- +24% Amulets make your neck look great! |
Inventory
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +20% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Resists +6% blight +12% lightning Silence- +23% ---------- misc Mana/turn +0.16 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.53 cold and 10.29 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 50 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 1.0 T2 dagger 1H weapon [Random Unique] Nature/Master Power 10.5 - 13.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Str +7 Wil +7 Con dps ---------- Phys.crit +7.0% Crit.mult +12.00% Dmg.mod +5% physical Acc +8 (+3 eff.) Apr +7 Melee Ret 6 cold ----- def ----- Resists +15% lightning Max.HP +18.00 Sharp, short and deadly. |
![]() 3.0 T3 waraxe 1H weapon [Ego+] Nature Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +9 Con +7 Wil ----- def ----- Max.HP +60.00 One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +6% darkness ----- def ----- Phys.save +9 (+6 eff.) HP.reg +0.90 Heal.mod +11% A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Str +2 Dex +2 Mag +7 Con dps ---------- Melee Ret 4 acid ----- def ----- Defense +1 (+0 eff.) Spell.save +4 (+2 eff.) ---------- misc Stam/turn +0.40 Infravis +3 See.Invis +9 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% nature ----- def ----- Resists +11% all Poison- +23% Disease- +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +5 Con dps ---------- Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.50 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Res.pen +10% darkness +5% mind ----- def ----- Armour +1 Fatigue +1% Resists +5% cold ---------- misc Light +3 Breathe water A cap made of leather. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+7 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Con dps ---------- Dmg.mod +6% darkness Res.pen +5% mind Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 23 * 20% chance to reduce armor by 37% ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+3 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. |
![]() 0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +4 Str +2 Con ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 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. |
![]() 2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() 1.0 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.(72 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 33 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Con dps ---------- Res.pen +15% fire ----- def ----- Resists +6% blight Crit.chn- 15.00% Max.HP +44.00 ---------- 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 340/400 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. |
![]() 2.0 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. |
![]() 2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 362 Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 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. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: ----- def ----- Defense +15 (+5 eff.) Crit.chn- 5.00% Heal.mod +10% Cut- +20% Pinning- +20% Stun/Frz- +10% Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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
By Pel the Drem Writhing One level 19
28th Dearth 122nd year of Ascendancy at 22:17 see stats
By Pel the Drem Writhing One level 24
17th Shortage 122nd year of Ascendancy at 01:34 see stats
By Pel the Drem Writhing One level 10
8th Profit 122nd year of Ascendancy at 04:13 see stats
By Pel the Drem Writhing One level 20
5th Loss 122nd year of Ascendancy at 17:34 see stats
By Pel the Drem Writhing One level 20
5th Loss 122nd year of Ascendancy at 18:59 see stats
By Pel the Drem Writhing One level 14
33rd Profit 122nd year of Ascendancy at 16:00 see stats
By Pel the Drem Writhing One level 25
20th Shortage 122nd year of Ascendancy at 02:59 see stats
By Pel the Drem Writhing One level 9
31st Voratun 122nd year of Ascendancy at 08:58 see stats
By Pel the Drem Writhing One level 26
10th Iron 123rd year of Ascendancy at 07:53 see stats
By Pel the Drem Writhing One level 5
22nd Voratun 122nd year of Ascendancy at 04:33 see stats
By Pel the Drem Writhing One level 26
9th Iron 123rd year of Ascendancy at 18:08 see stats
By Pel the Drem Writhing One level 25
18th Shortage 122nd year of Ascendancy at 23:26 see stats
By Pel the Drem Writhing One level 21
24th Loss 122nd year of Ascendancy at 09:01 see stats
By Pel the Drem Writhing One level 24
9th Shortage 122nd year of Ascendancy at 20:32 see stats
Log
A shield forms around Pel.
Pel casts Rune: Shatter Afflictions.
Pel speeds up.
Pel casts Tendrils Eruption.
Pel misses Something.
Pel misses Something.
Pel misses Something.
Pel receives 8 healing from Something.
Something hits Pel for 20 healing, (159 absorbed), 0 blight (0 total damage) [20 healing].
Crippling Poison from Polotta the mean looking elven guard hits Pel for (66 absorbed), 0 nature (0 total damage).
Pel casts Decayed Devourers.
Pel is afflicted by a rotting disease!
Your shield crumbles under the damage!
The shield around Pel crumbles.
Pel is pinned to the ground.
Something performs a melee critical strike against Pel!
Pel's Rotting Disease from Elven cultist was extended!
Pel's Disable was extended!
Pel's Blinded was extended!
Pel's Putrescent Pustule was stripped!
Pel shrinks back.
Pel's Overgrowth was stripped!
Pel's Spellsurge was disrupted!
Something hits Pel for 4 healing, (33 absorbed), 6 physical, 2 healing, 20 darkness, 3 healing, 32 physical, 2 healing, 22 darkness, 1 healing, 10 lightning, 9 cold (99 total damage) [13 healing].
Pel is wasting away.
Pel resists the stunning strike!
Something hits Pel for 5 healing, 44 physical, 4 healing, 35 darkness, 8 healing, 79 physical, 4 healing, 35 darkness (194 total damage) [20 healing].
Crippling Poison from Polotta the mean looking elven guard hits Pel for 105 nature damage.
Pel the level 27 drem writhing one was naturalised to death by Polotta the mean looking elven guard on level 1 of Dark crypt.