










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 | Ghoul |
| Class | Marauder |
| Level / Exp | 18 / 36% |
| Size | big |
| Lifes / Deaths | Killed by Gissra the sandworm at level 18 on the 7th Haze 122nd year of Ascendancy at 17:56 / 1 |
Primary Stats
| Strength | 50 (base 36) |
| Dexterity | 52 (base 46) |
| Constitution | 27 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 20 (base 11) |
Resources
| Life | -5/477 |
| Stamina | 24/88 |
| Healing Factor | 1.2294416243655 |
| Regeneration | 3.9956852791879 |
Speed
| Mental | +4.4695484914163% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +69.565217391304% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 24.602579952692 |
| See Invisible | 24.602579952692 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 75 |
| Accuracy | 45 |
| Crit Chance | 48% |
| APR | 12 |
| Speed | 0.96 |
Offense: Offhand
| Damage | 51 |
| Accuracy | 45 |
| Crit Chance | 48% |
| APR | 12 |
| Speed | 0.96 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +4% |
Offense: Damage Penetration
| Fire | +10% |
| Physical | +20% |
Defense: Base
| Armour (hardiness) | 25.08934837382 (81.030927835052%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 22 |
| Physical Save | 39 |
| Spell Save | 27 |
| Mental Save | 40 |
Defense: Resistances
| Physical | + 10%( 70%) |
| Fire | + 15%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 21% |
| Bleed Resistance | 100% |
| Confusion Resistance | 54% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 80% |
| Disarm Resistance | 19% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 41.60 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 310 damage for 3 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 44 with a minimum range of 15. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.24 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Duelist | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Dual techniques | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.44 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Precise Strikes |
| talent | Total Thuggery |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| detrimental effect | Reduces global action speed by 15%. Slow |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the worried loremaster from death by green worm mass. Escort: worried loremaster (level 2 of Trollmire) | failed |
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 Dexterity 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
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. | 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 within5 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego++] Arcane While equipped: dps ---------- Mov.spd +20% ----- def ----- Armour +1 Fatigue +1% Silence- +21% Confus- +20% Stun/Frz- +23% A pair of boots made of leather. |
| Light source | brass lantern 'Zerugokath'2.0 T1 lite [Rare] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.crit +4% Mind.pwr +10 (+5 eff.) ----- def ----- Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Heal.mod +10% ---------- 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. |
| On head | Torudil the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Crit.mult +10.00% On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Armour +1 Fatigue +1% ---------- misc Hate/m.crit +2.00 Max.hate +8.00 A cap made of leather. |
| On hands | cinder rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 6 fire Dmg.mod +4% fire ----- def ----- Armour +1 Resists +5% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | copper ring of blinding strikes0.1 T1 ring jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 20 light Ranged+ 21 light On Hit (Melee): * 10% chance to blind On Hit (Ranged): * 12% chance to blind Rings can have magical properties. |
| On fingers | warrior's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings can have magical properties. |
| Around neck | savior's steel amulet of perfection (0.14 Technique / Conditioning,0.14 Technique / Bloodthirst)0.1 T2 amulet jewelry [Ego++] Master While equipped: ----- def ----- Phys.save +12 (+4 eff.) Spell.save +11 (+6 eff.) Mind.save +13 (+4 eff.) ---------- misc Masteries +0.14 Technique/Conditioning +0.14 Technique/Bloodthirst Amulets can have magical properties. |
| In main hand | balanced steel dagger of massacre (19.5-25.35 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 19.5 - 25.4 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +4 (+1 eff.) ----- def ----- Defense +4 (+2 eff.) Disarm- +19% Sharp, short and deadly. |
| Around waist | Zubagassra1.0 T1 belt armor [Rare] Master While equipped: Stats +7 Cun +5 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Infravis +2 Size +1 Telepathy Humanoid/Orc A belt that goes around your waist. |
| In off hand | thought-forged steel dagger of crippling (10-13 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master/Psionic Power 10.0 - 13.0 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 mind On Hit: * 12% chance to cause random gloom On Crit: * cripple the target While equipped: Stats +2 Cun +2 Wil dps ---------- Phys.crit +6.0% Sharp, short and deadly. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+4 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Vorivena the Abysswilter (3 def, 7 armour)17.0 T1 massive armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +8 (+4 eff.) Res.pen +10% fire ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% Resists +6% physical +6% fire Phys.save +13 (+4 eff.) Mind.save +30 (+10 eff.) ---------- misc Equi/ret +0.16 A suit of armour made of metal plates. |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
biting gale rune of the wizard (44 cold damage; freeze 3 turns with power 28)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 44.40 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 28 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
grounding copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +12% lightning Stun/Frz- +21% Amulets can have magical properties. |
grounding steel amulet of cunning (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun ----- def ----- Resists +13% lightning Stun/Frz- +23% Amulets can have magical properties. |
restful copper amulet0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +1.00 Amulets can have magical properties. |
stabilizing steel amulet of constitution (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +12% temporal Pinning- +20% Knockbk- +20% Amulets can have magical properties. |
Umbrabliss0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +24% darkness +11% fire Res.pen +10% darkness ----- def ----- Resists +12% darkness +22% fire Rings can have magical properties. |
copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Rings can have magical properties. |
mule's steel ring of arcana(+0.10/turn)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -6% Silence- +27% ---------- misc Max.enc +24 Mana/turn +0.10 Rings can have magical properties. |
pixie's steel ring of darkness (+24%)0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Cun +3 Mag dps ---------- Spell.pwr +7 (+5 eff.) Dmg.mod +12% darkness ----- def ----- Resists +24% darkness Rings can have magical properties. |
rogue's gold ring of sensing0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Blind- +27% ---------- misc Infravis +3 See.Stealth +5 See.Invis +10 Rings can have magical properties. |
steel ring0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
acidic steel dagger of projection (10.5-13.65 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Arcane/Psionic Power 10.5 - 13.7 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 acid On Hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * splashes the target with acid Sharp, short and deadly. |
balanced steel dagger (12.5-16.25 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 12.5 - 16.3 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +16% Sharp, short and deadly. |
hateful steel dagger of massacre (17-22.1 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master/Psionic Power 17.0 - 22.1 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 darkness Against +4% Living Sharp, short and deadly. |
insidious iron dagger (11-14.3 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Nature Power 11.0 - 14.3 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +10 insidious poison Sharp, short and deadly. |
insidious steel dagger of massacre (17-22.1 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Nature/Master Power 17.0 - 22.1 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 insidious poison Sharp, short and deadly. |
iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 10.0 - 13.0 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger (10.5-13.65 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 10.5 - 13.7 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger of erosion (9.5-12.35 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Nature Power 9.5 - 12.4 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 nature +4 temporal Sharp, short and deadly. |
chilling steel greatsword of amnesia (24-38.4 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Arcane/Psionic Power 24.0 - 38.4 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 cold On Hit: * 25% chance to put talents on cooldown While equipped: Massive two-handed swords. |
steel greatsword (24-38.4 power, 2 apr)3.0 T2 greatsword 2H weapon [Normal] Power 24.0 - 38.4 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
mighty ash longbow of dampening4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Disrupt/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +7 While equipped: Stats +3 Str dps ---------- Phys.pwr +11 (+2 eff.) ----- def ----- Resists +14% acid +12% fire +11% cold +12% lightning Spell.save +8 (+4 eff.) Longbows are used to shoot arrows at your foes. |
River's Fury (23-32.2 power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+6 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+3 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 5.19 cold damage and 5.19 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Blood-Letter (33-46.2 power, 4.5 apr)3.0 T3 waraxe 1H weapon [Unique] Nature/Master Power 33.0 - 46.2 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Lustrejam1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light +3% fire Res.pen +15% light +5% fire ----- def ----- Resists +12% fire HP.reg +0.70 Heal.mod +13% ---------- misc Light +2 A belt that goes around your waist. |
Dairegen the pair of rough leather boots (0 def, 6 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Res.pen +10% physical Apr +1 ----- def ----- Armour +6 Fatigue -7% Heal.mod +5% ---------- misc Max.stam +5.00 Infravis +2 A pair of boots made of leather. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Armildir' (0 def, 1 armour)1.5 T1 hands armor [Rare] Psionic While equipped: Stats +3 Cun +1 Wil dps ---------- Acc +5 (+1 eff.) ----- def ----- Armour +1 Phys.save +6 (+2 eff.) Mind.save +5 (+2 eff.) Disarm- +23% ---------- misc Light +3 See.Invis +6 Metal gloves protecting the hands up to the middle of the lower arm. |
Growpulverizer the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +6 Dex dps ---------- Crit.mult +20.00% Dmg.mod +6% nature Res.pen +20% nature ----- def ----- Armour +3 Fatigue +3% ---------- misc Equi/ret +0.12 A cap made of leather. |
grounding iron helm of dexterity (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm (0 def, 3 armour)3.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of constitution (+4) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +4 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
rejuvenating iron plate armour of acid resistance (3 def, 7 armour)17.0 T1 massive armor [Ego] Nature/Master While equipped: ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% Resists +15% acid HP.reg +2.20 ---------- misc Stam/turn +0.60 A suit of armour made of metal plates. |
steel shield (6 def, 2 armour, 40.5 block)7.0 T2 shield armor [Normal] While equipped: ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Handheld deflection devices. |
11 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. |
48 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. |
6 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 (56 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
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. |
iron torque of kinetic psionic shield [power 27] (20 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 27 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
psionic iron torque of kinetic psionic shield [power 25] (20 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. |
psionic steel torque of kinetic psionic shield [power 47] (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 100% to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
supercharged iron torque of kinetic psionic shield [power 31] (24 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 31 for 7 turns Puts all charms on 24 cooldown Torques are made by powerful psionics to store psionic powers. |
5 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. |
8 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. |
10 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. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Tom Shanks the Ghoul Marauder level 11
20th Dusk 122nd year of Ascendancy at 11:50 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Tom Shanks the Ghoul Marauder level 17
73rd Dusk 122nd year of Ascendancy at 08:36 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Tom Shanks the Ghoul Marauder level 10
2nd Summertide 122nd year of Ascendancy at 07:56 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Tom Shanks the Ghoul Marauder level 14
54th Dusk 122nd year of Ascendancy at 12:27 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Tom Shanks the Ghoul Marauder level 11
27th Dusk 122nd year of Ascendancy at 04:46 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Tom Shanks the Ghoul Marauder level 10
1st Dusk 122nd year of Ascendancy at 12:23 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Tom Shanks the Ghoul Marauder level 17
74th Dusk 122nd year of Ascendancy at 13:49 see stats
Log
Tom Shanks no longer revels in blood quite so much.
Tom Shanks receives 34 healing from Tom Shanks's purging blight area effect.
Tom Shanks's purging blight area effect hits Gissra the sandworm for 19 blight damage.
Tom Shanks's purging blight area effect hits Sandworm burrower for 0 blight damage.
Tom Shanks's purging blight area effect hits Yellow ooze for 19 blight damage.
Yellow ooze misses Tom Shanks.
Gissra the sandworm resists the mind attack!
Gissra the sandworm hits Tom Shanks for 9 physical, 9 physical (18 total damage).
Tom Shanks hits Gissra the sandworm for (33 to psi shield), 21 physical, 20 light, 5 fire, (21 to psi shield), 13 physical, 2 mind, 20 light, 5 fire (85 total damage).
Gissra the sandworm's Beyond the Flesh hits Tom Shanks for (19 parried), 5 physical, 7 darkness, 13 physical (25 total damage).
Gissra the sandworm hits Tom Shanks for 38 physical, 13 physical (51 total damage).
Talent Skullcracker is ready to use.
Tom Shanks receives 34 healing from Tom Shanks's purging blight area effect.
Tom Shanks's purging blight area effect hits Gissra the sandworm for 19 blight damage.
Tom Shanks's purging blight area effect hits Sandworm burrower for 0 blight damage.
Tom Shanks's purging blight area effect hits Yellow ooze for 19 blight damage.
Tom Shanks casts Rune: Heat Beam.
Gissra the sandworm is on fire!
Tom Shanks speeds up.
Gissra the sandworm resists the blinding light!
Gissra the sandworm hits Tom Shanks for 9 physical, 9 physical (18 total damage).
Tom Shanks hits Gissra the sandworm for (35 to psi shield), 22 physical, 20 light, 5 fire, (24 to psi shield), 15 physical, 5 mind, 20 light, 5 fire (91 total damage).
Yellow ooze misses Tom Shanks.
Tom Shanks slows down.
Gissra the sandworm's Beyond the Flesh hits Tom Shanks for 26 physical, 7 darkness, 13 physical (46 total damage).
Burning from Tom Shanks hits Gissra the sandworm for 6 fire damage.
Gissra the sandworm uses Telekinetic Smash.
Saving game...





































































































