











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 21 / 31% |
| Size | medium |
| Lifes / Deaths | Killed by Betabretira the yellow ooze at level 21 on the 18th Dearth 122nd year of Ascendancy at 08:11 / 1 |
Primary Stats
| Strength | 59 (base 44) |
| Dexterity | 8 (base 10) |
| Constitution | 26 (base 11) |
| Magic | 13 (base 10) |
| Willpower | 67 (base 50) |
| Cunning | 22 (base 10) |
Resources
| Life | -133/971 |
| Stamina | 332/332 |
| Equilibrium | 56 |
| Healing Factor | 1.5516586254954 |
| Regeneration | 33.588189502101 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 84 |
| Accuracy | 28 |
| Crit Chance | 16% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Light | +12% |
| Nature | +17% |
| Darkness | +14% |
| Lightning | +9% |
| Mind | +20% |
| All | 0% |
Offense: Damage Penetration
| Acid | +30% |
| Physical | +7% |
| Arcane | +5% |
| Darkness | +10% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 30.317011280365 (72.903125182002%) |
| Defense | 12 |
| Ranged Defense | 12 |
| Fatigue | 10 |
| Physical Save | 44 |
| Spell Save | 39 |
| Mental Save | 48 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 14%( 70%) |
| Physical | + 14%( 70%) |
| Cold | + 10%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 29%( 70%) |
| Light | + 31%( 70%) |
| Mind | + 20%( 70%) |
| Darkness | + 35%( 70%) |
| Fire | + 14%( 70%) |
| Nature | + 28%( 70%) |
Defense: Immunities
| Stun Resistance | 42% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
| Disarm Resistance | 19% |
| Poison Resistance | 20% |
| Blind Resistance | 23% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to 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: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 162 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 618% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the lost defiler from death by Cyrytira the rogue. Escort: lost defiler (level 3 of Trollmire) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed bloated horror heart. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed snow giant kidney. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 |
Equipment
| On feet | pair of rough leather boots 'Skyhunter' (5 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +1 Cun +2 Con dps ---------- Dmg.mod +6% lightning Res.pen +15% acid ----- def ----- Armour +1 Defense +5 (+5 eff.) Resists +3% lightning +1% physical Phys.save +12 (+4 eff.) Mind.save +11 (+4 eff.) A pair of boots made of leather. |
| Light source | Bileradiance the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +6% nature Res.pen +5% arcane +15% acid On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | linen wizard hat 'Layuvena' (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +11% mind Melee Ret 4 mind On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 8 ----- def ----- Defense +1 (+1 eff.) Resists +14% mind Crit.chn- 15.00% A pointy cloth hat, very wizardly... |
| On hands | Blazequill (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Melee Ret 2 lightning 2 temporal ----- def ----- Armour +1 Resists +3% acid +12% lightning HP.reg +2.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +0.60 Max.stam +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Oluyandil the Blastobeisance [power 100] (25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning ----- def ----- Resists +1% physical Max.HP +60.00 Poison- +20% Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 221 Base Damage: 104 Armor: 4 All Resist: 0 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel ring 'Foghue'0.1 T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +8 Wil dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +3% darkness Res.pen +10% darkness +15% nature On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Mind.save +8 (+3 eff.) Max.HP +40.00 HP.reg +7.00 Heal.mod +12% Rings make your fingers look great! |
| On fingers | Starnigh0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +11% nature Melee Ret 2 light On Hit (Melee): * 10% chance to reduce all saves and defense by 27 ----- def ----- Resists +3% mind +22% nature +3% light HP.reg +2.00 Stun/Frz- +20% ---------- misc Light +2 Rings make your fingers look great! |
| Around neck | steel amulet 'Radhozilabar'0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +1 Str ----- def ----- Armour +6 Defense +5 (+5 eff.) Resists +10% lightning +5% physical +13% light +10% darkness Blind- +23% Stun/Frz- +22% ---------- misc Stam/turn +1.20 Max.stam +20.00 Amulets make your neck look great! |
| In main hand | warbringer's dwarven-steel mace of evisceration (28-39 power, 4 apr)3.0 T3 mace 1H weapon [Ego++] Master Power 28.0 - 39.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Con dps ---------- Phys.crit +8.0% Phys.pwr +14 (+4 eff.) Res.pen +7% physical ----- def ----- Disarm- +19% Blunt and deadly. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | dwarven-steel shield of the stars (0 def, 6 armour, 34-41 power, 81.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 34.5 - 41.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +82 Melee+ +12 light +13 darkness While equipped: Stats +6 Cun +3 Mag dps ---------- Dmg.mod +12% light +11% darkness ----- def ----- Armour +6 Fatigue +8% Resists +12% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Xerariarin' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +6 Wil dps ---------- Dmg.mod +9% mind On Hit (Melee): * 10% chance to slow global speed by 54% ----- def ----- Defense +1 (+1 eff.) Resists +3% nature Mind.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Inventory
healing infusion of the duelist (heal 70; cd 14)0.1 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 70 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
movement infusion of the warrior (speed 592%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 592% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 148; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 148 life over 5 turns. 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 nature talent. |
wild infusion of the warrior (res 29%; physical; dur 4; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd 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 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 4; phase 13; cd 11)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.6 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 259 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
copper ring 'Ulyrendil'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% lightning On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +20% lightning +6% fire Phys.save +3 (+1 eff.) Max.HP +60.00 Knockbk- +10% Teleport- +10% Rings make your fingers look great! |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Rings make your fingers look great! |
warrior's gold ring of arcana (+0.14/turn)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str ----- def ----- Armour +6 Silence- +20% ---------- misc Mana/turn +0.14 Rings make your fingers look great! |
warbringer's dwarven-steel greatmaul (43-64 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Master Power 43.0 - 64.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +12 (+4 eff.) Res.pen +10% physical ----- def ----- Disarm- +24% Massive two-handed mauls. |
arcing dwarven-steel greatsword of corruption (35-56 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Arcane Power 35.0 - 56.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: 20% Curse of Vulnerability 3 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed swords. |
yew longbow of dexterity (+8)4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +8 Dex dps ---------- Res.pen +11% physical Longbows are used to shoot arrows at your foes. |
Loamkiller (16-22 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Psionic Power 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 darkness Against +8% Living On Hit.r1 +16 nature On Hit: * 10% chance to slow global speed by 54% While equipped: Stats +5 Con ----- def ----- Resists +2% physical Disease- +10% ---------- misc Stam/turn +2.00 Max.stam +30.00 Sharp, long, and deadly. |
dwarven-steel longsword of rage (24-34 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Master Power 24.0 - 33.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Str dps ---------- Dmg.mod +5% physical Acc +7 (+4 eff.) Sharp, long, and deadly. |
hateful dwarven-steel longsword (23-32 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Psionic Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 darkness Against +5% Living Sharp, long, and deadly. |
warbringer's steel longsword of evisceration (15-21 power, 3 apr)3.0 T2 longsword 1H weapon [Ego++] Master Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Con dps ---------- Phys.crit +8.0% Phys.pwr +12 (+4 eff.) Res.pen +7% physical ----- def ----- Disarm- +13% Sharp, long, and deadly. |
cured leather sling of piercing4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: dps ---------- Res.pen +7% all Acc +7 (+4 eff.) Apr +7 Slings are used to hurl stones or metal shots at your foes. |
earthen yew vilestaff of channeling (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +19 (+13 eff.) Dmg.mod +20% fire ----- def ----- Armour +2 Hardiness +4% Phys.save +6 (+2 eff.) ---------- misc Mana/turn +0.18 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
lifebinding yew starstaff of illumination (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +3% Spell.pwr +15 (+11 eff.) Dmg.mod +20% physical ----- def ----- Defense +7 (+7 eff.) HP.reg +1.10 Heal.mod +12% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 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 6 that illuminates the area and deals 43.61 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Glirabeth the Sparkkin1.0 T1 belt armor [Rare] Disrupt While equipped: Stats +2 Str +3 Mag +3 Cun dps ---------- Res.pen +5% light ----- def ----- Resists +6% acid +3% lightning +5% blight ---------- misc See.Invis +3 A belt that goes around your waist. |
blurring hardened leather belt1.0 T3 belt armor [Ego] Master While equipped: ----- def ----- Defense +11 (+9 eff.) Stealth +7 A belt that goes around your waist. |
rough leather belt 'Zubythra'1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Cun +2 Str dps ---------- Mind.crit +1% Mind.pwr +3 (+1 eff.) Dmg.mod +9% mind ----- def ----- Phys.save +6 (+2 eff.) ---------- misc See.Invis +9 A belt that goes around your waist. |
enveloping linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +7 (+7 eff.) Phys.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +1 Mag +2 Wil ----- def ----- Defense +2 (+2 eff.) Spell.save +7 (+2 eff.) ---------- misc Max.mana +40.00 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 speed (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+8 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Mindhook: Level 4.0 Pwr.cost 16 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
radiant iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Melee+ 5 light Dmg.mod +3% light ----- def ----- Armour +1 Fatigue +1% Resists +6% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Unridan (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+0 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane +3% physical Crit.chn- 5.00% Mind.save +3 (+1 eff.) Stun/Frz- +10% ---------- misc Psi/turn +0.11 A pointy cloth hat, very wizardly... |
stabilizing rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Phys.save +12 (+4 eff.) A cap made of leather. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
radiant dwarven-steel mail armour of the deep (3 def, 11 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +2 Wil ----- def ----- Armour +11 Defense +3 (+3 eff.) Fatigue +12% Resists +14% blight +7% cold +12% darkness +7% acid ---------- misc Light +1 Breathe water A suit of armour made of mail. |
steel mail armour of stability (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +6% physical Phys.save +12 (+4 eff.) A suit of armour made of mail. |
enlightening hardened leather armour of fire resistance (9 def, 6 armour)9.0 T3 light armor [Ego+] Master/Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +6 Defense +9 (+8 eff.) Fatigue +8% Resists +18% fire Mind.save +10 (+4 eff.) A suit of armour made of leather. |
hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Normal] While equipped: ----- def ----- Armour +6 Defense +9 (+8 eff.) Fatigue +8% A suit of armour made of leather. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+8 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
acidic dwarven-steel shield of lightning resistance (+16%) (0 def, 6 armour, 28-34 power, 71.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 28.0 - 33.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +72 On Hit: * 14% chance to reduce armor by 17% While equipped: dps ---------- Melee+ 5 acid Melee Ret 5 acid ----- def ----- Armour +6 Fatigue +8% Resists +16% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
flaming quiver of yew arrows of amnesia (22/22, 32-46 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego+] Arcane/Psionic Power 32.5 - 45.5 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 22 On Hit.r1 +9 fire On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
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. |
4 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. |
3 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 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 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 +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
sapper's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +3 (+2 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
9 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(123 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 +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
dreamer's alchemist's lamp of corpselight1.0 T3 lite [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.crit +4% Mind.crit +6% Spell.pwr +3 (+3 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Resists +7% blight +6% darkness Mind.save +4 (+2 eff.) ---------- misc Light +4 Infravis +3 See.Invis +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 20 blight damage or heals 31 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
plaguebringer's pouch of dwarven-steel shots (19/19, 32-38 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego+] Arcane Power 32.0 - 38.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 19 Ranged+ +8 blight On Hit: 20% Epidemic 3 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 8 Shots are used with slings to pummel your foes to death. |
evasive iron torque of mindblast [power 100] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 120 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
evasive yew totem of healing [power 230] (15 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 230 Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 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. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 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. |
9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 Wyrmadin the Dwarf Wyrmic level 13
15th Profit 122nd year of Ascendancy at 02:49 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Wyrmadin the Dwarf Wyrmic level 19
21st Wealth 122nd year of Ascendancy at 16:37 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Wyrmadin the Dwarf Wyrmic level 10
2nd Acquisition 122nd year of Ascendancy at 00:16 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Wyrmadin the Dwarf Wyrmic level 20
22nd Wealth 122nd year of Ascendancy at 05:55 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Wyrmadin the Dwarf Wyrmic level 6
18th Voratun 122nd year of Ascendancy at 19:30 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Wyrmadin the Dwarf Wyrmic level 8
28th Voratun 122nd year of Ascendancy at 21:33 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Wyrmadin the Dwarf Wyrmic level 13
22nd Profit 122nd year of Ascendancy at 03:29 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Wyrmadin the Dwarf Wyrmic level 16
42nd Profit 122nd year of Ascendancy at 08:55 see stats
Log
Betabretira the yellow ooze speeds up.
Thorn Grab from Betabretira the yellow ooze hits Wyrmadin for 14 nature damage.
Minotaur uses Stunning Blow.
Wyrmadin resists the stunning blow!
Shadow is corroded.
Minotaur shrugs off the effect 'Corrode'!
Minotaur hits Wyrmadin for 75 physical damage.
Wyrmadin's corrosive acid area effect hits Shadow for 47 acid damage.
Wyrmadin's corrosive acid area effect hits Minotaur for 47 acid damage.
Wyrmadin's corrosive acid area effect hits Betabretira the yellow ooze for (15 deflected), 29 acid (29 total damage).
Melee retaliation hits Minotaur for 2 lightning, 2 temporal, 2 light, 28 cold, 4 mind (38 total damage).
Betabretira the yellow ooze uses Wild Summon.
Betabretira the yellow ooze summons a Ritch Flamespitter!
Wyrmadin becomes more vulnerable to fire.
Shadow casts Arcane Reconstruction.
Shadow receives 355 healing.
Minotaur uses Warshout.
Shadow resists!
Wyrmadin shrugs off the effect 'Confused'!
Thorn Grab from Betabretira the yellow ooze hits Wyrmadin for 14 nature damage.
Ritch flamespitter (wild summon) spits flames!
Ritch flamespitter (wild summon)'s mind surges with critical power!
Ritch flamespitter (wild summon) hits Wyrmadin for 160 fire damage.
Wyrmadin picks up (l.): arcing dwarven-steel greatsword of corruption (35-56 power, 2 apr).
Betabretira the yellow ooze uses Willful Strike.
Betabretira the yellow ooze's mind surges with critical power!
Betabretira the yellow ooze hits Wyrmadin for 419 physical damage.
Wyrmadin the level 21 dwarf wyrmic was crushed to death by Betabretira the yellow ooze on level 4 of Sandworm lair.























































































































