









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
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:
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. 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.
Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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 ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Doombringer |
| Level / Exp | 12 / 73% |
| Size | medium |
| Lifes / Deaths | Killed by Gloraba the minotaur at level 12 on the 2nd Haze 122nd year of Ascendancy at 00:35 / 1 |
Primary Stats
| Strength | 40 (base 36) |
| Dexterity | 20 (base 10) |
| Constitution | 24 (base 21) |
| Magic | 22 (base 14) |
| Willpower | 18 (base 10) |
| Cunning | 16 (base 11) |
Resources
| Life | -7/376 |
| Stamina | 129/153 |
| Vim | 132/144 |
| Healing Factor | 0.8182474226804 |
| Regeneration | 0.2045618556701 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 74 |
| Accuracy | 45 |
| Crit Chance | 20% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Light | +10% |
| Mind | +6% |
Defense: Base
| Armour (hardiness) | 22.191658096247 (81.030927835052%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 23 |
| Physical Save | 16 |
| Spell Save | 2 |
| Mental Save | 4 |
Defense: Resistances
| Temporal | + 12%( 70%) |
| Acid | + 17%( 70%) |
| Light | + 20%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 116 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 196 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Torture | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
| detrimental effect | The target is on fire, taking 44.99 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 21.71 nature damage per turn and decreasing all heals received by 29%. Insidious Poison |
| beneficial effect | Turn into a wraith, passing through walls (but not natural obstacles), granting 7 defense and 6 armour. Wraithform |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| detrimental effect | The target's armour and saves are broken, reducing them by 14. Sunder Armour |
| 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. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed giant spider spinneret. | 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 within3 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 | [vs. miner's pair of iron boots (0 def, 7 armour) (On feet)][vs. miner's pair of iron boots (0 def, 7 armour) (On feet)] miner's pair of iron boots (0 def, 7 armour) 3.0 T1 feet armor Reqs Heavy Armour Training [Ego] Master While equipped: ----- def ----- Armour +7 (-) 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. |
| Light source | [vs. bright brass lantern of focus (Light source)][vs. bright brass lantern of focus (Light source)] bright brass lantern of focus 2.0 T1 lite [Ego] Master/Psionic While equipped: Stats +3(-) Wil dps ---------- Dmg.mod +6%(-) mind ---------- misc Light +5 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. iron helm of strength (+3) (0 def, 3 armour) (On head)][vs. iron helm of strength (+3) (0 def, 3 armour) (On head)] iron helm of strength (+3) (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy Armour Training [Ego] Master While equipped: Stats +3(-) Str ----- def ----- Armour +3 (-) Fatigue +5% (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | [vs. Prox's Lucky Halfling Foot (Tool)][vs. Prox's Lucky Halfling Foot (Tool)] Prox's Lucky Halfling Foot 2.0 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 (cooling down: 7 turns) 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 | [vs. marksman's copper ring (On fingers, 1 of 2)][vs. marksman's copper ring (On fingers, 1 of 2)] marksman's copper ring 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3(-) Dex dps ---------- Acc +6 (+2 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices Tap to cycle through comparison choices |
| On fingers | [vs. marksman's copper ring (On fingers, 1 of 2)][vs. marksman's copper ring (On fingers, 1 of 2)] psionicist's steel ring of light (+20%) 0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +0(-3) Dex +2 Wil dps ---------- Dmg.mod +10% light Acc +0 (+0 eff.) (-6 (-2 eff.)) ----- def ----- Resists +20% light Mind.save +4 (+4 eff.) Rings can have magical properties. Tap to cycle through comparison choices Tap to cycle through comparison choices |
| Around waist | [vs. spiritwalker's hardened leather belt of burglary (Around waist)][vs. spiritwalker's hardened leather belt of burglary (Around waist)] spiritwalker's hardened leather belt of burglary 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +3(-) Dex +2(-) Mag +4(-) Cun +7(-) Lck ----- def ----- Stealth +7 (-) ---------- misc T.Disarm +9 (-) Mana/turn +0.12 (-) Max.mana +35.00 (-) Infravis +4 (-) A belt that goes around your waist. |
| In main hand | [vs. arcing dwarven-steel greatmaul of paradox (43-64.5 power, 2 apr) (In main hand)][vs. arcing dwarven-steel greatmaul of paradox (43-64.5 power, 2 apr) (In main hand)] arcing dwarven-steel greatmaul of paradox (43-64.5 power, 2 apr) 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego] Arcane Power 43.0 - 64.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 (-) Crit +1.5% (-) Atk.spd 100% (-) Melee+ +10(-) lightning +9(-) temporal On Hit: * 25% chance for lightning to arc to a second target While equipped: dps ---------- Melee Ret 10(-) temporal ----- def ----- Resists +12%(-) temporal Massive two-handed mauls. |
| On hands | [vs. iron gauntlets 'Shockknave' (0 def, 1 armour) (On hands)][vs. iron gauntlets 'Shockknave' (0 def, 1 armour) (On hands)] iron gauntlets 'Shockknave' (0 def, 1 armour) 1.5 T1 hands armor Reqs Heavy Armour Training [Rare] Master While equipped: Stats +3(-) Dex dps ---------- Melee+ 0(-30) item temporal energize Dmg.mod +3%(-) lightning Acc +11 (+4 eff.) (-) On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 (-) Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | [vs. fortifying dwarven-steel mail armour of acid resistance (3 def, 8 armour) (Main armor)][vs. fortifying dwarven-steel mail armour of acid resistance (3 def, 8 armour) (Main armor)] fortifying dwarven-steel mail armour of acid resistance (3 def, 8 armour) 14.0 T3 heavy armor Reqs Str 28 Heavy Armour Training [Ego+] Master While equipped: Stats +3(-) Str +3(-) Con ----- def ----- Armour +8 (-) Defense +3 (+1 eff.) (-) Fatigue +16% (-) Resists +17%(-) acid Max.HP +32.00 (-) A suit of armour made of mail. |
| Cloak | [vs. enveloping linen cloak (6 def, 0 armour) (Cloak)][vs. enveloping linen cloak (6 def, 0 armour) (Cloak)] enveloping linen cloak (6 def, 0 armour) 2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +6 (+3 eff.) (-) Phys.save +6 (+6 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. Withering Orbs (Around neck)][vs. Withering Orbs (Around neck)] Withering Orbs 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 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... |
Inventory
biting gale rune (57 cold damage; freeze 3 turns with power 20)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 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 57.00 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 20 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune (40 fire damage)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. marksman's copper ring (On fingers, 1 of 2)][vs. marksman's copper ring (On fingers, 1 of 2)] steel ring 0.1 T2 ring jewelry [Normal] While equipped: Stats +0(-3) Dex dps ---------- Acc +0 (+0 eff.) (-6 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. marksman's copper ring (On fingers, 1 of 2)][vs. marksman's copper ring (On fingers, 1 of 2)] steel ring 0.1 T2 ring jewelry [Normal] While equipped: Stats +0(-3) Dex dps ---------- Acc +0 (+0 eff.) (-6 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. arcing dwarven-steel greatmaul of paradox (43-64.5 power, 2 apr) (In main hand)][vs. arcing dwarven-steel greatmaul of paradox (43-64.5 power, 2 apr) (In main hand)] Drimachak the Starstrider (10-12 power, 2 apr, fire element) 5.0 T1 staff 1H weapon Reqs Mag 11 [Rare] Master Power 10.0 - 12.0(-33.0 - -52.5) Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +2 (-) Crit +2.5% (+1.0%) Atk.spd 100% (-) Melee+ +0(-10) lightning +0(-9) temporal +16 light On Hit: - 25% chance for lightning to arc to a second target While equipped: Stats +4 Cun +3 Con dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% fire Melee Ret 0(-10) temporal ----- def ----- Fatigue -4% Resists +0%(-12%) temporal ---------- misc Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
[vs. arcing dwarven-steel greatmaul of paradox (43-64.5 power, 2 apr) (In main hand)][vs. arcing dwarven-steel greatmaul of paradox (43-64.5 power, 2 apr) (In main hand)] ash magestaff (15-18 power, 3 apr, cold element) 5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 15.0 - 18.0(-28.0 - -46.5) Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 (+1) Crit +3.0% (+1.5%) Atk.spd 100% (-) Melee+ +0(-10) lightning +0(-9) temporal On Hit: - 25% chance for lightning to arc to a second target While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% cold Melee Ret 0(-10) temporal ----- def ----- Resists +0%(-12%) temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
[vs. arcing dwarven-steel greatmaul of paradox (43-64.5 power, 2 apr) (In main hand)][vs. arcing dwarven-steel greatmaul of paradox (43-64.5 power, 2 apr) (In main hand)] ash vilestaff (15-18 power, 3 apr, blight element) 5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 15.0 - 18.0(-28.0 - -46.5) Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 (+1) Crit +3.0% (+1.5%) Atk.spd 100% (-) Melee+ +0(-10) lightning +0(-9) temporal On Hit: - 25% chance for lightning to arc to a second target While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% blight Melee Ret 0(-10) temporal ----- def ----- Resists +0%(-12%) temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
[vs. arcing dwarven-steel greatmaul of paradox (43-64.5 power, 2 apr) (In main hand)][vs. arcing dwarven-steel greatmaul of paradox (43-64.5 power, 2 apr) (In main hand)] cruel ash starstaff of might (15-18 power, 3 apr, physical element) 5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane/Master Power 15.0 - 18.0(-28.0 - -46.5) Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 (+1) Crit +3.0% (+1.5%) Atk.spd 100% (-) Melee+ +0(-10) lightning +0(-9) temporal On Hit: - 25% chance for lightning to arc to a second target While equipped: dps ---------- Phys.crit +6.0% Spell.crit +8% Crit.mult +11.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% physical Melee Ret 0(-10) temporal ----- def ----- Resists +0%(-12%) temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
[vs. arcing dwarven-steel greatmaul of paradox (43-64.5 power, 2 apr) (In main hand)][vs. arcing dwarven-steel greatmaul of paradox (43-64.5 power, 2 apr) (In main hand)] arcing steel battleaxe of phasing (20-30 power, 12 apr) 3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Arcane Power 20.0 - 30.0(-23.0 - -34.5) Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +12 (+10) Crit +5.0% (+3.5%) Atk.spd 100% (-) Phasing +14% Melee+ +12(+2) lightning +0(-9) temporal On Hit: * 25% chance for lightning to arc to a second target While equipped: dps ---------- Melee Ret 0(-10) temporal ----- def ----- Resists +0%(-12%) temporal Massive two-handed battleaxes. |
[vs. arcing dwarven-steel greatmaul of paradox (43-64.5 power, 2 apr) (In main hand)][vs. arcing dwarven-steel greatmaul of paradox (43-64.5 power, 2 apr) (In main hand)] iron greatmaul of massacre (26-39 power, 1 apr) 5.0 T1 greatmaul 2H weapon Reqs Str 11 [Ego] Master Power 26.0 - 39.0(-17.0 - -25.5) Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +1 (-1) Crit +0.5% (-1.0%) Atk.spd 100% (-) Melee+ +0(-10) lightning +0(-9) temporal On Hit: - 25% chance for lightning to arc to a second target While equipped: dps ---------- Melee Ret 0(-10) temporal ----- def ----- Resists +0%(-12%) temporal Massive two-handed mauls. |
[vs. arcing dwarven-steel greatmaul of paradox (43-64.5 power, 2 apr) (In main hand)][vs. arcing dwarven-steel greatmaul of paradox (43-64.5 power, 2 apr) (In main hand)] insidious steel waraxe of paradox (13-18.2 power, 3 apr) 3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane/Nature Power 13.0 - 18.2(-30.0 - -46.3) Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 (+1) Crit +4.0% (+2.5%) Atk.spd 100% (-) Melee+ +15 insidious poison +6(-3) temporal +0(-10) lightning On Hit: - 25% chance for lightning to arc to a second target While equipped: dps ---------- Melee Ret 6(-4) temporal ----- def ----- Resists +7%(-5%) temporal One-handed war axes. |
[vs. arcing dwarven-steel greatmaul of paradox (43-64.5 power, 2 apr) (In main hand)][vs. arcing dwarven-steel greatmaul of paradox (43-64.5 power, 2 apr) (In main hand)] Spellblaze Shard (20-26 power, 10 apr) 1.0 T2 dagger 1H weapon Reqs Dex 17 [Unique] Arcane Power 20.0 - 26.0(-23.0 - -38.5) Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +10 (+8) Crit +12.0% (+10.5%) Atk.spd 100% (-) HP.leech +6% Melee+ +10 blight +10 fire burn +0(-9) temporal +0(-10) lightning On Crit.r2 +20 infective blight +20 fire On Hit: - 25% chance for lightning to arc to a second target While equipped: Stats +5 Mag dps ---------- Melee Ret 0(-10) temporal ----- def ----- Resists +10% blight +10% fire +0%(-12%) temporal This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
[vs. arcing dwarven-steel greatmaul of paradox (43-64.5 power, 2 apr) (In main hand)][vs. arcing dwarven-steel greatmaul of paradox (43-64.5 power, 2 apr) (In main hand)] Moon (30-39 power, 30 apr) 1.0 T3 dagger 1H weapon Reqs Dex 24,Cun 24 [Unique] Arcane The moon shines alone in a starless sky. Power 30.0 - 39.0(-13.0 - -25.5) Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +30 (+28) Crit +10.0% (+8.5%) Atk.spd 100% (-) Melee+ +0(-10) lightning +0(-9) temporal +20 darkness On Hit: - 25% chance for lightning to arc to a second target While equipped: dps ---------- Dmg.mod +10% darkness Melee Ret 0(-10) temporal ----- def ----- Resists +0%(-12%) temporal ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
[vs. arcing dwarven-steel greatmaul of paradox (43-64.5 power, 2 apr) (In main hand)][vs. arcing dwarven-steel greatmaul of paradox (43-64.5 power, 2 apr) (In main hand)] gifted vined mindstar of the jelly (5.5-6.05 power, 18 apr, nature damage) 3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature Power 5.5 - 6.1(-37.5 - -58.5) Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 (+16) Crit +3.0% (+1.5%) Atk.spd 100% (-) Melee+ +0(-10) lightning +0(-9) temporal On Hit: - 25% chance for lightning to arc to a second target While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+3 eff.) Dmg.mod +3% acid Melee Ret 0(-10) temporal ----- def ----- Resists +0%(-12%) temporal ---------- misc Equi/ret +0.60 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
[vs. arcing dwarven-steel greatmaul of paradox (43-64.5 power, 2 apr) (In main hand)][vs. arcing dwarven-steel greatmaul of paradox (43-64.5 power, 2 apr) (In main hand)] Samozor the Airsteel 4.0 T1 sling 1H weapon Reqs Dex 11 Shoot [Rare] Master Acc+ +0.1% dam / acc Apr +0 (-2) Crit +0.0% (-1.5%) Atk.spd 125% (+25%) Range +6 Melee+ +0(-10) lightning +0(-9) temporal On Hit.r1 +2 lightning On Hit: - 25% chance for lightning to arc to a second target While equipped: Stats +3 Dex +2 Mag +1 Wil +3 Cun dps ---------- Dmg.mod +9% lightning Res.pen +11% physical Melee Ret 0(-10) temporal ----- def ----- Resists +0%(-12%) temporal ---------- misc Infravis +1 Slings are used to hurl stones or metal shots at your foes. |
[vs. arcing dwarven-steel greatmaul of paradox (43-64.5 power, 2 apr) (In main hand)][vs. arcing dwarven-steel greatmaul of paradox (43-64.5 power, 2 apr) (In main hand)] steady cured leather sling of cold 4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Acc+ +0.1% dam / acc Apr +0 (-2) Crit +0.0% (-1.5%) Atk.spd 125% (+25%) Range +7 Melee+ +0(-10) lightning +0(-9) temporal Ranged+ +5 cold On Hit: - 25% chance for lightning to arc to a second target While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +8% cold Acc +5 (+2 eff.) Melee Ret 0(-10) temporal ----- def ----- Resists +0%(-12%) temporal Slings are used to hurl stones or metal shots at your foes. |
[vs. enveloping linen cloak (6 def, 0 armour) (Cloak)][vs. enveloping linen cloak (6 def, 0 armour) (Cloak)] linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) (-5 (-2 eff.)) Phys.save +0 (+0 eff.) (-6 (-6 eff.)) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. iron helm of strength (+3) (0 def, 3 armour) (On head)][vs. iron helm of strength (+3) (0 def, 3 armour) (On head)] Porassra the rough leather cap (0 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +0(-3) Str dps ---------- Dmg.mod +21% mind Res.pen +10% mind ----- def ----- Armour +1 (-2) Fatigue +1% (-4%) Resists +3% acid +10% fire +6% light +5% cold Spell.save +9 (+9 eff.) A cap made of leather. |
[vs. iron helm of strength (+3) (0 def, 3 armour) (On head)][vs. iron helm of strength (+3) (0 def, 3 armour) (On head)] iron helm (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy Armour Training [Normal] While equipped: Stats +0(-3) Str ----- def ----- Armour +3 (-) Fatigue +5% (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
[vs. Prox's Lucky Halfling Foot (Tool)][vs. Prox's Lucky Halfling Foot (Tool)] iron pickaxe of endurance (dig speed 35 turns) 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str +0(-5) Lck ----- def ----- Defense +0 (+0 eff.) (-5 (-2 eff.)) Fatigue -5% ---------- misc T.Disarm +0 (-5) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Virgin Vs Chad the Shalore Doombringer level 12
60th Dusk 122nd year of Ascendancy at 06:41 see stats
Hell has no fury like a demon scorned! (Roguelike)
Escaped the Searing Halls.By Virgin Vs Chad the Shalore Doombringer level 5
78th Pyre 122nd year of Ascendancy at 16:18 see stats
Level 10 (Roguelike)
Got a character to level 10.By Virgin Vs Chad the Shalore Doombringer level 10
3rd Summertide 122nd year of Ascendancy at 11:33 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Virgin Vs Chad the Shalore Doombringer level 12
13rd Dusk 122nd year of Ascendancy at 09:43 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Virgin Vs Chad the Shalore Doombringer level 8
5th Mirth 122nd year of Ascendancy at 09:11 see stats
Log
Virgin Vs Chad shrugs off some effects!
Virgin Vs Chad is not stunned anymore.
Gloraba the minotaur uses Sunder Armour.
Gloraba the minotaur casts Flame.
Virgin Vs Chad's armour is damaged!
Gloraba the minotaur hits Virgin Vs Chad for 22 physical, 8 nature, 7 temporal (38 total damage).
Virgin Vs Chad hits Gloraba the minotaur for 9 temporal damage.
Gloraba the minotaur's Flame hits Virgin Vs Chad for 44 fire damage.
Talent Dig is ready to use.
Talent Draining Assault is ready to use.
Talent Abduction is ready to use.
Burning from Gloraba the minotaur hits Virgin Vs Chad for 30 fire damage.
Insidious Poison from Gloraba the minotaur hits Virgin Vs Chad for 18 nature damage.
Gloraba the minotaur casts Lightning.
Gloraba the minotaur's spell attains critical power!
Gloraba the minotaur hits Virgin Vs Chad for 71 lightning damage.
Burning from Gloraba the minotaur hits Virgin Vs Chad for 30 fire damage.
Insidious Poison from Gloraba the minotaur hits Virgin Vs Chad for 18 nature damage.
Gloraba the minotaur casts Flame.
Gloraba the minotaur's Flame hits Virgin Vs Chad for 44 fire damage.
Virgin Vs Chad's ability to fight has recovered.
Virgin Vs Chad stops regenerating health quickly.
Burning from Gloraba the minotaur hits Virgin Vs Chad for 37 fire damage.
Insidious Poison from Gloraba the minotaur hits Virgin Vs Chad for 18 nature damage.
Virgin Vs Chad casts Wraithform.
Virgin Vs Chad turns into a wraith.
Saving game...




















































































