










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.5.9Official 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Reaver |
| Level / Exp | 17 / 95% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 39 (base 35) |
| Dexterity | 18 (base 11) |
| Constitution | 16 (base 10) |
| Magic | 46 (base 44) |
| Willpower | 20 (base 10) |
| Cunning | 21 (base 10) |
Resources
| Life | 15/494 |
| Stamina | 167/173 |
| Vim | 77/136 |
| Healing Factor | 1.4083870967742 |
| Regeneration | 4.4364193548387 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +97.087378640777% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 23.127494755753 |
| See Invisible | 23.127494755753 |
Offense: Mainhand
| Damage | 59 |
| Accuracy | 50 |
| Crit Chance | 13% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 28 |
| Accuracy | 50 |
| Crit Chance | 13% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +9% |
| Acid | +6% |
| Fire | +3% |
| Light | +31% |
Offense: Damage Penetration
| Light | +15% |
| Physical | +6% |
Defense: Base
| Armour (hardiness) | 29.883307766991 (96.030927835052%) |
| Defense | 6 |
| Ranged Defense | 6 |
| Fatigue | 16 |
| Physical Save | 28 |
| Spell Save | 27 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 51%( 70%) |
| Light | + 36%( 70%) |
| Physical | + 4%( 70%) |
| Blight | + 40%( 70%) |
| Arcane | + 5%( 70%) |
| Mind | + 10%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 52% |
| Confusion Resistance | 23% |
| Pinning Resistance | 40% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 41% |
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: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 174 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Rot | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Corruption / Plague | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Torment | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Willful Tormenter |
| talent | Infestation |
| talent | Ruin |
| talent | Chant of Fortress |
| talent | Bone Shield |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| detrimental effect | Reduces global action speed by 3%. Slow |
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 successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
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 talent Disarm (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | 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 | Ivereba the Glowmight (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% light +6% acid ----- def ----- Armour +3 Fatigue -3% Resists +6% light +9% acid Phys.save +7 (+4 eff.) ---------- misc Max.enc +33 Light +3 A pair of boots made of leather. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (69 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | bladed hardened leather cap of knowledge (0 def, 3 armour)2.0 T3 head armor [Ego++] Master/Psionic While equipped: Stats +2 Str +3 Cun +3 Wil dps ---------- Mind.pwr +5 (+3 eff.) Melee Ret 6 physical ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 83.1 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
| On hands | iron gauntlets 'Kindleward' (0 def, 1 armour)1.5 T1 hands armor [Rare] Master While equipped: Stats +2 Str +2 Dex +2 Mag +3 Con dps ---------- Dmg.mod +3% fire Acc +11 (+3 eff.) ----- def ----- Armour +1 ---------- misc Infravis +1 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | natural ash totem of thorny skin [power 27] (12/20 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
| On fingers | psionicist's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Max.HP +22.00 Disarm- +22% Pinning- +20% Knockbk- +21% Rings can have magical properties. |
| On fingers | marksman's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Max.HP +20.00 Disarm- +20% Pinning- +20% Knockbk- +20% Rings can have magical properties. |
| Around neck | clarifying copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +10% mind Confus- +23% Amulets can have magical properties. |
| In main hand | dwarven-steel longsword of crippling (21.5-30.1 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Master Power 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +6.0% Sharp, long, and deadly. |
| Around waist | Tosaran the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind ----- def ----- Resists +5% arcane +6% blight Spell.save +12 (+6 eff.) HP.reg +1.00 Heal.mod +12% A belt that goes around your waist. |
| In off hand | warbringer's steel waraxe of projection (13.5-18.9 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego++] Master/Psionic Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +3 Con dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +6% physical ----- def ----- Resists +10% blight Disarm- +10% One-handed war axes. It was hardened by the digestive sack. |
| Cloak | Glintstreak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +12% light Res.pen +15% light On Hit (Melee): * 15% chance to blind ----- def ----- Defense +1 (+1 eff.) Resists +18% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening dwarven-steel mail armour of Eyal (3 def, 8 armour)14.0 T3 heavy armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +16% Mind.save +12 (+6 eff.) Max.HP +51.00 HP.reg +1.90 Heal.mod +14% A suit of armour made of mail. |
Inventory
regeneration infusion of the duelist (heal 175 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 175 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 12%; cure magical, physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 12% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 61)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 61 with a minimum range of 15. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Rings can have magical properties. |
savior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +6 (+3 eff.) Rings can have magical properties. |
balanced steel longsword of erosion (17-23.8 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Nature/Master Power 17.0 - 23.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 nature +6 temporal While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +6 (+6 eff.) Disarm- +20% Sharp, long, and deadly. |
Arudassra (13.5-18.9 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Psionic Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Melee+ +7 darkness Against +6% Living While equipped: Stats +4 Dex +2 Con dps ---------- Phys.pwr +2 (+0 eff.) ----- def ----- Armour +4 Defense +9 (+9 eff.) Rng.Def +9 (+9 eff.) Max.HP +10.00 Blunt and deadly. |
Zanasta the Forestcrypt (18.5-25.9 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% nature Res.pen +25% nature +15% fire On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +6% fire Blunt and deadly. |
flaming iron mace of massacre (17.5-24.5 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Arcane/Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% On Hit.r1 +7 fire Blunt and deadly. |
iron mace of projection (12.5-17.5 power, 2 apr)3.0 T1 mace 1H weapon [Ego+] Psionic Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Blunt and deadly. |
nightruned rough leather belt of transcendence1.0 T1 belt armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Resists +5% light +6% darkness Phys.save +6 (+3 eff.) A belt that goes around your waist. |
Dryrath the Flashhacker (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) Dmg.mod +3% lightning Res.pen +10% lightning +15% darkness On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +1 Fatigue +1% A pair of boots made of leather. |
miner's pair of iron boots of uncanny dodging (3 def, 8 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+3 eff.) Rng.Def +3 (+3 eff.) Fatigue +2% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) =CUN=1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
Xanirekira (0 def, 1 armour) =CON=1.0 T1 hands armor [Rare] Nature While equipped: Stats +1 Cun +6 Con dps ---------- Melee+ 6 acid Dmg.mod +3% acid ----- def ----- Armour +1 Resists +6% acid ---------- misc Telepathy Demon/Minor Demon/Major Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +1 HP.reg +1.10 ---------- misc Stam/turn +0.50 Max.stam +11.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of magic (+3) (0 def, 1 armour) =MAG=1.0 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Woelore the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +3% darkness +9% temporal Poison- +15% Knockbk- +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Emiba' (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +6% arcane Res.pen +10% acid Melee Ret 4 arcane On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
impenetrable iron plate armour of temporal resistance (3 def, 13 armour)17.0 T1 massive armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +13 Defense +3 (+3 eff.) Fatigue +20% Resists +16% temporal A suit of armour made of metal plates. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 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. |
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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 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. |
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. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
Eye of the Dreaming One =SLEEP!=2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 111.08 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of 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. |
forceful yew totem of healing [power 125] (12/20 cooldown) =Heal!=2.0 T3 totem charm [Ego] Nature Heal a target within range 6 (based on Willpower) for 125 Puts all charms on 20 cooldown 100% to regenerate 5 stamina. Natural totems are made by powerful wilders to store nature power. |
5 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. |
8 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
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Twin Glowsticks Style the Cornac Reaver level 11
2nd Dusk 122nd year of Ascendancy at 22:59 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Twin Glowsticks Style the Cornac Reaver level 10
1st Flare 122nd year of Ascendancy at 12:17 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Twin Glowsticks Style the Cornac Reaver level 15
36th Dusk 122nd year of Ascendancy at 12:56 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Twin Glowsticks Style the Cornac Reaver level 11
8th Dusk 122nd year of Ascendancy at 01:24 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Twin Glowsticks Style the Cornac Reaver level 7
79th Pyre 122nd year of Ascendancy at 07:57 see stats
Log
Twin Glowsticks Style hits Gigantic sandworm tunneler for 5 physical damage.
Xanirita the green jelly summons a Ritch Flamespitter!
3-headed hydra misses Twin Glowsticks Style.
Rotting Disease from Twin Glowsticks Style hits 3-headed hydra for 24 blight damage.
Twin Glowsticks Style casts Soul Rot.
Gigantic sandworm tunneler resists the blinding light!
3-headed hydra resists the mind attack!
3-headed hydra resists the mind attack!
Gigantic sandworm tunneler hits Twin Glowsticks Style for 6 healing, 6 healing (0 total damage) [12 healing].
Twin Glowsticks Style hits Gigantic sandworm tunneler for 66 blight, 10 blight, 27 blight, 10 blight (114 total damage).
Twin Glowsticks Style hits 3-headed hydra for 11 mind, 10 blight, 5 mind, 10 blight (36 total damage).
3-headed hydra hits Twin Glowsticks Style for 6 healing, 6 healing (0 total damage) [12 healing].
Twin Glowsticks Style's Soul Rot hits Xanirita the green jelly for 47 blight damage.
Twin Glowsticks Style is less thorny now.
Twin Glowsticks Style hits Gigantic sandworm tunneler for 6 physical damage.
Ritch flamespitter spits flames!
Ritch flamespitter hits Twin Glowsticks Style for 71 fire damage.
Xanirita the green jelly spits acid!
Xanirita the green jelly hits Twin Glowsticks Style for 65 nature, 26 acid (90 total damage).
3-headed hydra misses Twin Glowsticks Style.
Rotting Disease from Twin Glowsticks Style hits 3-headed hydra for 24 blight damage.
Twin Glowsticks Style casts Bone Spear.
Twin Glowsticks Style speeds up.
Twin Glowsticks Style deactivates Willful Tormenter.
Twin Glowsticks Style deactivates Bone Shield.
Twin Glowsticks Style deactivates Infestation.
Twin Glowsticks Style deactivates Ruin.
Twin Glowsticks Style deactivates Chant of Fortress.



















































































