










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Doombringer |
| Level / Exp | 19 / 80% |
| Size | big |
| Lifes / Deaths | Killed by snow giant boulder thrower at level 17 on the 1st Wealth 122nd year of Ascendancy at 22:01 / 2Killed by grave wight at level 19 on the 20th Wealth 122nd year of Ascendancy at 16:50 |
Primary Stats
| Strength | 70 (base 47) |
| Dexterity | 12 (base 10) |
| Constitution | 14 (base 12) |
| Magic | 36 (base 36) |
| Willpower | 26 (base 10) |
| Cunning | 25 (base 11) |
Resources
| Life | -8/504 |
| Psi | 116/116 |
| Stamina | 173/194 |
| Vim | 140/140 |
| Healing Factor | 1.3926086956522 |
| Regeneration | 5.1074578111664 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -30% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 4 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 116 |
| Accuracy | 34 |
| Crit Chance | 26% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 31 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +13% |
| Physical | +10% |
| Fire | +21% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +5% |
| Light | +35% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 51.08934837382 (81.030927835052%) |
| Defense | 11 |
| Ranged Defense | 14 |
| Fatigue | 32 |
| Physical Save | 43 |
| Spell Save | 42 |
| Mental Save | 42 |
Defense: Resistances
| Nature | + 19%( 70%) |
| Lightning | + 15%( 70%) |
| Fire | + 40%( 70%) |
| Darkness | + 10%( 70%) |
| Cold | + 10%( 70%) |
| Physical | + 6%( 70%) |
| Mind | + 13%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 23% |
| Bleed Resistance | 50% |
| Confusion Resistance | 5% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 55 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 34 with a minimum range of 15. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Torture | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Oppression | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Eternal Suffering |
| talent | Horrifying Blows |
| detrimental effect | The target is on fire, taking 24.77 fire damage per turn, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While flameshocked talents do not cooldown. Burning Shock |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| detrimental effect | The target is infected by a disease, reducing its constitution by 6 and doing 22.68 blight damage per turn. Rotting Disease |
| beneficial effect | The target's skin reacts to damage, granting 6 armour. Stoneskin |
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 |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +2. | 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 +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +2. | 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 Shardskin. * 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 fire dragon that dwelled there. | done |
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 Possessed. | done |
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. | done |
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! | active |
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 | Chamekalthodil (0 def, 3 armour)3.0 T1 feet armor [Rare] Arcane While equipped: Stats +2 Cun +1 Wil dps ---------- Mind.crit +4% Mov.spd +20% Res.pen +10% mind ----- def ----- Armour +3 Fatigue +2% ---------- misc Equi/ret +0.16 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Daguchak the Fogwake1.0 T3 lite [Rare] Nature While equipped: dps ---------- Res.pen +25% light +5% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Phys.save +8 (+3 eff.) Heal.mod +14% ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Zubeda the steel torque of psychoportation [power 28] (24/30 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: ----- def ----- Armour +4 Spell.save +15 (+5 eff.) Mind.save +10 (+3 eff.) Cut- +10% Confus- +5% ---------- misc Talents +2 Silence Cooldown Silence -1 Teleport randomly (rad 28) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Silorin0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +1 Cun dps ---------- Crit.mult +5.00% Dmg.mod +11% fire ----- def ----- Resists +22% fire Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.04 Psi/ret +0.12 Hate/m.crit +4.00 Rings can have magical properties. |
| On fingers | Splendourshine the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +8 Str dps ---------- Dmg.mod +13% mind Res.pen +10% light On Hit (Melee): * 30% chance to blind ----- def ----- Resists +13% mind ---------- misc See.Invis +3 Rings can have magical properties. |
| Around waist | Festershear1.0 T3 belt armor [Random Unique] Master While equipped: Stats +2 Str +4 Dex +3 Cun +7 Lck dps ---------- Phys.crit +4.0% Crit.mult +9.00% Phys.pwr +9 (+3 eff.) ----- def ----- Armour +2 Defense +3 (+3 eff.) Rng.Def +3 (+3 eff.) Resists +9% nature Spell.save +9 (+3 eff.) Stealth +7 Heal.mod +10% ---------- misc T.Disarm +13 Infravis +4 Size +1 A belt that goes around your waist. |
| In main hand | arcing dwarven-steel greatsword of vileness (36.5-58.4 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 36.5 - 58.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 blight +9 lightning On Hit: * 17% chance to disease * 25% chance for lightning to arc to a second target Massive two-handed swords. |
| On hands | Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Fire Breath: Level 2.0 Pwr.cost 24 out of 18/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 96.60 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Main armor | enlightening steel plate armour of stability (4 def, 9 armour)17.0 T2 massive armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +9 Defense +4 (+4 eff.) Fatigue +22% Resists +6% physical Phys.save +12 (+4 eff.) Mind.save +12 (+4 eff.) A suit of armour made of metal plates. |
| Cloak | Lelosta the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Cun dps ---------- Crit.mult +5.00% ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +10% cold Mind.save +3 (+1 eff.) Heal/summ +40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +15% lightning Heal.mod +12% Cut- +40% Stun/Frz- +23% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 136 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
sun infusion of the wizard (rad 6; power 41; turns 3; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 20). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 41) for 3 turns. 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 ability. |
heat beam rune (44 fire damage)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 43.56 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the sneak (range 9; power 29; dur 4)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+4 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+12 eff.) Confus- -100% Inner Demons: Level 4.0 Pwr.cost 30 out of 30/30. Range 7 Travel.spd instantaneous Is a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 11% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
starlit steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% light +11% darkness Heal.mod +10% Blind- +20% Cut- +40% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 170 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
warrior's copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
Phoenixransom the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil +2 Cun +4 Con dps ---------- Spell.pwr +5 (+3 eff.) Dmg.mod +12% darkness ----- def ----- Resists +24% darkness +3% fire Mind.save +8 (+3 eff.) Confus- +28% ---------- misc See.Invis +3 Rings can have magical properties. |
conjurer's gold ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Wil +5 Mag dps ---------- Spell.pwr +5 (+3 eff.) Rings can have magical properties. |
copper ring0.1 T1 ring jewelry [Normal] Rings can have magical properties. |
marksman's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% fire Acc +6 (+3 eff.) ----- def ----- Resists +22% fire Rings can have magical properties. |
savior's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) HP.reg +1.20 Stun/Frz- +29% Rings can have magical properties. |
steel ring0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
steel ring of light (+22%)0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Rings can have magical properties. |
steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +22% ---------- misc Infravis +4 See.Stealth +6 See.Invis +5 Rings can have magical properties. |
treant's steel ring0.1 T2 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +5% nature +6% blight Poison- +11% Disease- +11% Rings can have magical properties. |
Unerring Scalpel (15-19.5 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 55% Dex, 45% Str Acc+ +0.5% APR / acc Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+8 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
chilling dwarven-steel dagger of the mystic (19.5-25.35 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane Power 19.5 - 25.4 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 cold While equipped: Stats +2 Wil +2 Mag dps ---------- Spell.pwr +4 (+2 eff.) Sharp, short and deadly. |
steel dagger (12-15.6 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Normal] Power 12.0 - 15.6 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
Spellcrusher (32-48 power, 4 apr)5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 32.0 - 48.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+5 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
Tirakai's Maul (32-41.6 power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Light Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +8.0% Atk.spd 100% On Crit.r2 +12 blinding light While equipped: Stats +2 Dex +2 Mag +2 Cun dps ---------- Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +4% light +2% all Ametrine: Light Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
insidious steel greatsword of erosion (22-35.2 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Nature Power 22.0 - 35.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +26 insidious poison +12 temporal +9 nature Massive two-handed swords. |
Corpsebow4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Unique] Arcane/Nature Acc+ +0.2% crit / acc Atk.spd 125% Range +7 While equipped: dps ---------- Ranged+ 20 blight Dmg.mod +40% blight On Hit (Ranged): * 40% chance to disease ----- def ----- Disease- +50% Cyst Burst: Level 5.0 Pwr.cost 10 out of 20/20. Range 8 Travel.spd instantaneous Is a spell Description: Make your target's diseases burst, doing 15.66 blight damage for each disease it is infected with. This will also spread any diseases to any nearby foes in a radius of 3. The damage will increase with your Spellpower. A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
Mondur (27-37.8 power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Arcane/Master Power 27.0 - 37.8 Acid Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 111% Melee+ +9 cold While equipped: Stats +3 Dex +4 Mag +3 Wil +3 Cun dps ---------- Spell.pwr +7 (+4 eff.) Dmg.mod +9% acid Acc +10 (+5 eff.) ----- def ----- Armour +2 ---------- misc Stam/turn +0.60 Max.stam +10.00 See.Invis +9 Blunt and deadly. |
horrifying vined mindstar of slime (5.5-6.05 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Disrupt/Psionic Power 5.5 - 6.1 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% darkness +4% nature +2% mind Melee Ret 3 mind 2 darkness On Melee Ret: * Slows global speed by 4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eclipse (18-21.6 power, 4 apr, darkness element)5.0 T2 staff 2H weapon [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+6 eff.) Dmg.mod +15% temporal +15% physical +15% light +15% darkness ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
ash magestaff of illumination (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% cold On Hit (Melee): * 9% chance to blind ----- def ----- Defense +6 (+6 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 26.09 light damage. Staves designed for wielders of magic, by the greats of the art. |
ash starstaff (15-18 power, 3 apr, temporal element)5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
flaming blue-steel trident of massacre (26.5-42.4 power, 8 apr)3.0 T2 trident 2H weapon [Ego] Arcane/Master Power 26.5 - 42.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +8 Crit +2.0% Atk.spd 100% On Hit.r1 +9 fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
insulating rough leather belt of life1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +5% cold +5% fire HP.reg +0.80 Heal.mod +11% A belt that goes around your waist. |
Harintir (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +1 Con dps ---------- Phys.crit +2.0% Phys.pwr +1 (+1 eff.) On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +1 (+1 eff.) Fatigue -3% ---------- misc Infravis +2 See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
insulating pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +5% cold +6% fire ---------- misc Stam/turn +0.30 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of dwarven-steel boots of uncanny dodging (5 def, 4 armour)3.0 T3 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+2 eff.) ----- def ----- Armour +4 Defense +5 (+5 eff.) Rng.Def +4 (+4 eff.) Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Aerastir the Bogwoe (0 def, 1 armour)1.5 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 lightning Dmg.mod +3% lightning ----- def ----- Armour +1 Resists +5% lightning +6% temporal +3% nature Stun/Frz- +5% Metal gloves protecting the hands up to the middle of the lower arm. |
insulating iron helm (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% cold +5% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Unlightwreck (2 def, 6 armour)14.0 T2 heavy armor [Rare] Master While equipped: dps ---------- Dmg.mod +30% acid ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +14% Resists +9% acid +16% fire +6% darkness A suit of armour made of mail. |
spiked dwarven-steel mail armour of fire resistance (3 def, 8 armour)14.0 T3 heavy armor [Ego] Master While equipped: dps ---------- Melee Ret 14 physical ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +16% Resists +17% fire A suit of armour made of mail. |
steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Normal] While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +14% A suit of armour made of mail. |
prismatic steel plate armour (4 def, 9 armour)17.0 T2 massive armor [Ego] Arcane While equipped: ----- def ----- Armour +9 Defense +4 (+4 eff.) Fatigue +22% Resists +12% light +12% darkness A suit of armour made of metal plates. |
dwarven-steel shield (8 def, 2 armour, 81.5 block)7.0 T3 shield armor [Normal] While equipped: ----- def ----- Armour +2 Defense +8 (+8 eff.) Rng.Def +8 (+7 eff.) Fatigue +12% ---------- misc Talents +3 Block Handheld deflection devices. |
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. |
44 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. |
2 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. |
10 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. |
9 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. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 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. |
Brightwedge the brass lantern2.0 T1 lite [Rare] Arcane While equipped: Stats +10 Str dps ---------- Dmg.mod +6% light Melee Ret 8 light ----- def ----- Resists +6% darkness Affinity +5% light ---------- misc Light +4 See.Invis +18 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 9.71 light damage within radius 3. The damage done will increase with your Spellpower. 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 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.2 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 39.05 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 39.05 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (78 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +2 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
psionic steel torque of charged psionic shield [power 47] (24/20 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 47 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
steel torque of kinetic psionic shield [power 47] (24/20 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 47 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of cure ailments [power 1] (24/10 cooldown)2.0 T1 totem charm [Ego] Nature Remove up to 1 poisons or diseases from a target within range 7 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
10 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. |
ash wand of conjuration [power 151] (24/10 cooldown)2.0 T2 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 76 to 151 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick yew wand of clairvoyance [power 10] (24/5 cooldown)2.0 T3 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 10, power 56 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 5 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
6 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 +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By Bashenil the Dwarf Doombringer level 16
45th Profit 122nd year of Ascendancy at 02:21 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Bashenil the Dwarf Doombringer level 15
26th Profit 122nd year of Ascendancy at 23:48 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Bashenil the Dwarf Doombringer level 19
11st Wealth 122nd year of Ascendancy at 10:02 see stats
Hell has no fury like a demon scorned! (Roguelike)
Escaped the Searing Halls.By Bashenil the Dwarf Doombringer level 5
20th Voratun 122nd year of Ascendancy at 20:51 see stats
Level 10 (Roguelike)
Got a character to level 10.By Bashenil the Dwarf Doombringer level 10
30th Voratun 122nd year of Ascendancy at 13:44 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Bashenil the Dwarf Doombringer level 13
14th Profit 122nd year of Ascendancy at 00:50 see stats
The Restless Dead (Roguelike)
Disturbed an old battlefield and survived the consequences.By Bashenil the Dwarf Doombringer level 17
2nd Wealth 122nd year of Ascendancy at 05:16 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Bashenil the Dwarf Doombringer level 18
9th Wealth 122nd year of Ascendancy at 14:04 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By Bashenil the Dwarf Doombringer level 13
19th Profit 122nd year of Ascendancy at 09:01 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Bashenil the Dwarf Doombringer level 15
26th Profit 122nd year of Ascendancy at 23:22 see stats
Unstoppable (Roguelike)
Returned from the dead.By Bashenil the Dwarf Doombringer level 17
1st Wealth 122nd year of Ascendancy at 22:01 see stats
Log
Burning from Bashenil hits Vampire for 19 fire damage.
Burning from Bashenil killed Grave wight!
Burning Shock from Grave wight hits Bashenil for 15 fire damage.
Bashenil hits Something for 5 fire damage.
Bashenil activates Horrifying Blows.
Vampire resists the blinding light!
Vampire suffers!
Vampire begins to fear you.
Vampire's is surrounded with an all-consuming flame!
Bashenil hits Vampire for 70 physical, 3 blight, 4 lightning, 5 fire (82 total damage).
Lesser vampire stops burning.
Skeleton archer stops burning.
Orc blood mage stops burning.
Skeleton archer stops burning.
Bashenil receives 1 healing from Devouring flames from Bashenil.
Bashenil receives 1 healing from Devouring flames from Bashenil.
Bashenil receives 1 healing from Devouring flames from Bashenil.
Bashenil receives 1 healing from Devouring flames from Bashenil.
Burning from Bashenil hits Storm drake for 7 fire damage.
Bashenil receives 1 healing from Devouring flames from Bashenil.
Bashenil receives 1 healing from Devouring flames from Bashenil.
Bashenil receives 1 healing from Devouring flames from Bashenil.
Burning from Bashenil hits Vampire for 14 fire damage.
Vampire performs a diseased attack against Bashenil.
Vampire drains life from Bashenil!
Bashenil is afflicted by a rotting disease!
Vampire hits Bashenil for 8 blight damage.
Vampire receives 3 healing from Bashenil.
Saving game...











































































































