








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 | Insane Roguelike |
| Sex | Female |
| Race | Skeleton |
| Class | Archmage |
| Level / Exp | 23 / 26% |
| Size | medium |
| Lifes / Deaths | Killed by Grol the halfling at level 23 on the 57th Dusk 122nd year of Ascendancy at 02:38 / 2Killed by war hound at level 23 on the 57th Dusk 122nd year of Ascendancy at 03:31 |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 25 (base 10) |
| Constitution | 23 (base 10) |
| Magic | 76 (base 53) |
| Willpower | 65 (base 44) |
| Cunning | 18 (base 11) |
Resources
| Life | -202/452 |
| Mana | 436/571 |
| Paradox | 300 |
| Healing Factor | 1.1099022211821 |
| Regeneration | 6.9368888823881 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 10 |
| Infravision | 3 |
| See Stealth | 7 |
| See Invisible | 10 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 37 |
| Accuracy | 24 |
| Crit Chance | 12% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +20% |
| Physical | +3% |
| Fire | +20% |
| Darkness | +11% |
| Arcane | +38% |
| Cold | +20% |
| All | 0% |
Offense: Damage Penetration
| Light | +5% |
Defense: Base
| Armour (hardiness) | 18.000000000001 (30%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 1 |
| Physical Save | 23 |
| Spell Save | 39 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Physical | + 11%( 70%) |
| Mind | + 14%( 70%) |
| All | + 9%( 70%) |
| Darkness | + 29%( 70%) |
| Light | + 17%( 70%) |
| Temporal | + 12%( 70%) |
| Lightning | + 20%( 70%) |
| Nature | + 14%( 70%) |
Defense: Immunities
| Stun Resistance | 73% |
| Confusion Resistance | 34% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 34% |
| Silence Resistance | 21% |
| Bleed Resistance | 100% |
| Teleport Resistance | 20% |
| Disarm Resistance | 60% |
| Pinning Resistance | 24% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 327 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 38 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1056% for 10 turns (53 total) and instantly restoring 53 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 86 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Spell / Wildfire | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 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 Lisassra the brown bear. Escort: lost defiler (level 3 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Precognition (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
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 Minotaur. * 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 |
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 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 |
Equipment
| On feet | Halirelar (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +2 Dex dps ---------- Mind.pwr +15 (+5 eff.) ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Silence- +21% Confus- +22% Stun/Frz- +23% ---------- misc Max.stam +10.00 Max.hate +4.00 A pair of boots made of leather. |
| Light source | Huruvor2.0 T1 lite [Rare] Master While equipped: dps ---------- Phys.pwr +10 (+5 eff.) Acc +5 (+2 eff.) ----- def ----- Defense +20 (+9 eff.) Resists +3% acid +12% lightning Blind- +23% Cut- +20% Confus- +12% ---------- misc Light +7 See.Stealth +7 See.Invis +5 Track: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 6 turns. The radius will increase with your Cunning. 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 | Chyldil (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +1 Mag dps ---------- S.pwr/crit +6 Melee Ret 2 blight ----- def ----- Armour +1 Fatigue +1% Resists +6% nature Die.at -60.00 life HP.reg +4.00 Teleport- +10% A cap made of leather. |
| Tool | Silanne the Sunbore [power 122] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Str +1 Con dps ---------- Phys.crit +2.0% Phys.pwr +5 (+2 eff.) Res.pen +5% light ----- def ----- Defense +5 (+2 eff.) ---------- misc Stam/turn +2.00 Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown 100% to reduce fatigue by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel ring 'Ce'Nussra'0.1 T2 ring jewelry [Random Unique] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +13 (+3 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +11% darkness +3% physical Apr +2 ----- def ----- Resists +22% darkness +2% physical ---------- misc Stam/turn +1.00 Rings make your fingers look great! |
| On fingers | Loruran the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Crit.mult +5.00% Acc +5 (+2 eff.) ----- def ----- Armour +8 Defense +10 (+5 eff.) Max.HP +22.00 Disarm- +20% Pinning- +24% Knockbk- +20% Rings make your fingers look great! |
| Around waist | Hanychak1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +5 (+2 eff.) Dmg.mod +3% arcane ----- def ----- Resists +9% light Spell.save +3 (+1 eff.) Die.at -40.00 life Stun/Frz- +20% Teleport- +10% A belt that goes around your waist. |
| In main hand | Poluba the Glitterwild (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +7 Mag +12 Wil +7 Cun dps ---------- Spell.crit +3% Crit.mult +5.00% Spell.pwr +22 (+5 eff.) S.pwr/crit +7 Dmg.mod +20% lightning +20% cold +20% arcane +20% fire Melee Ret 8 light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 119% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+4 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
| Cloak | Elenetar (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil ----- def ----- Defense +1 (+0 eff.) Resists +6% mind +3% temporal Spell.save +6 (+2 eff.) ---------- misc Max.mana +42.00 Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | vitalizing copper amulet of vision0.1 T1 amulet jewelry [Ego++] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +7 (+4 eff.) Max.HP +39.00 HP.reg +2.00 Blind- +11% ---------- misc Infravis +3 Sight +2 See.Invis +5 Amulets make your neck look great! |
Inventory
regeneration infusion (heal 414; 15 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 414 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 8; phase 22; cd 10)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 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 22%, your defense is increased by 22 and all your resistances by 22%. 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 spell talent. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+7 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
archmage's steel amulet0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +1 Mag dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) Dmg.mod +4% acid +4% fire +4% cold +5% lightning Amulets make your neck look great! |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
Umbral Razor (129% power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 129% Range: 1.3x Uses 50% Dex, 15% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 144.06 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
steel dagger 'Stokereaper' (102% power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Nature Power 102% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 fire On Hit.r1 +16 acid +16 fire While equipped: Stats +6 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con dps ---------- Dmg.mod +12% acid ----- def ----- Resists +6% fire Sharp, short and deadly. |
throat-seeking elven-wood longbow of enduring4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Ego++] Nature/Disrupt Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +18 nature On Crit: * silences the target While equipped: Stats +14 Con +12 Wil dps ---------- Res.pen +8% nature ----- def ----- Max.HP +111.00 Longbows are used to shoot arrows at your foes. |
arcing stralite mace of evisceration (147% power, 5 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Ego+] Arcane/Master Power 147% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 102 damage On Crit: * Wound the target dealing 128 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +9 (+4 eff.) Blunt and deadly. |
Kor's Fall (100% power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 100% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 168.59 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (337). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Cinderblow1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+5 eff.) Dmg.mod +12% fire ----- def ----- Defense +5 (+2 eff.) Resists +8% lightning +8% temporal +2% physical Die.at -60.00 life ---------- misc Stam/turn +1.00 A belt that goes around your waist. |
Mayidalaith1.0 T1 belt armor [Rare] Psionic While equipped: Stats +3 Mag +2 Wil dps ---------- S.pwr/crit +6 Dmg.mod +12% acid ----- def ----- Resists +3% acid Mind.save +6 (+3 eff.) Max.HP +44.00 ---------- misc Mana/s.crit +1.00 A belt that goes around your waist. |
monstrous hardened leather belt1.0 T3 belt armor [Ego+] Nature While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +6 (+3 eff.) ----- def ----- Phys.save +8 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
cashmere cloak 'Gildatira' (8 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +1 Mag +3 Wil +3 Cun +4 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Defense +8 (+4 eff.) Resists +3% blight +12% fire +19% light Mind.save +8 (+4 eff.) Stealth +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Rhidradur' (6 def, 14 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +14 Defense +6 (+3 eff.) Resists +11% cold Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Goragatar (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+5 eff.) Acc +30 (+15 eff.) Apr +3 ----- def ----- Resists +5% blight +9% all Max.HP +63.00 HP.reg +2.10 Heal.mod +13% ---------- misc Max.stam +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Amuziladin the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +2 Str +4 Mag +5 Wil dps ---------- Phys.pwr +7 (+3 eff.) Spell.pwr +6 (+1 eff.) Melee+ 10 arcane 5 darkness Dmg.mod +5% arcane +5% darkness Res.pen +25% arcane Melee Ret 2 blight ----- def ----- Armour +2 Fatigue +3% Resists +3% arcane +5% darkness Unarmed combat: Power 127% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +6 arcane On Hit: 20% Moonlight Ray 3 On Hit: 10% Manathrust 3 On Hit: * 5% chance to reduce damage dealt by 23% Metal gloves protecting the hands up to the middle of the lower arm. |
Glitterwire the dwarven-steel helm (15 def, 10 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Mag +3 Wil dps ---------- Dmg.mod +12% light ----- def ----- Armour +10 Defense +15 (+7 eff.) Fatigue +4% Resists +9% light Mind.save +7 (+4 eff.) Confus- +20% ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Lustrerain the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +10% light ----- def ----- Armour +3 Fatigue +5% Resists +3% mind Max.HP +20.00 Heal.mod +5% Poison- +20% Knockbk- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tidebreaker the rough leather cap (30 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Con dps ---------- Dmg.mod +6% temporal Res.pen +5% cold On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Defense +30 (+12 eff.) Fatigue +1% Resists +6% fire +9% cold A cap made of leather. |
fortifying stralite mail armour of command (13 def, 14 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego++] Master/Psionic While equipped: Stats +4 Str +3 Cun +4 Con ----- def ----- Armour +14 Defense +13 (+6 eff.) Fatigue +12% Mind.save +14 (+7 eff.) Max.HP +52.00 A suit of armour made of mail. |
enlightening reinforced leather armour of lightning resistance (12 def, 7 armour)9.0 T4 light armor [Ego+] Master/Psionic While equipped: Stats +3 Cun +6 Wil ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Resists +20% lightning Mind.save +14 (+7 eff.) A suit of armour made of leather. |
wrathful steel shield of shrapnel (0 def, 4 armour, 42 block)7.0 T2 shield armor Reqs Shield usage training [Ego++] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Deals 153 light and fire damage to each enemy blocked * Cause enemies within radius 6 to bleed for 128 physical damage over 5 turns (1/turn) ----- def ----- Armour +4 Fatigue +8% Resists +6% light +7% fire ---------- misc Talents +1 Block Handheld deflection devices. |
barbed quiver of elven-wood arrows (18/18, 175% power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Ego+] Master Power 175% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +14.5% Capacity 18 On Crit: * Wound the target dealing 128 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
7 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. |
445 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. |
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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
Branihell the iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Dex +1 Cun +1 Con ---------- misc Infravis +3 See.Invis +6 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. |
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. |
8 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. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Xema the Flashsun2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +5% lightning +15% fire Melee Ret 2 lightning ----- def ----- Resists +6% lightning +3% darkness ---------- misc Light +6 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. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature 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. |
Rod of Recall (0/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 124/400 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. |
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. |
Lightningslice [power 260] (20 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- Res.pen +20% lightning +15% temporal Melee Ret 2 temporal Create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 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. |
7 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. |
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
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Guyama the Skeleton Archmage level 22
51st Dusk 122nd year of Ascendancy at 11:08 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Guyama the Skeleton Archmage level 10
1st Summertide 122nd year of Ascendancy at 13:23 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Guyama the Skeleton Archmage level 20
44th Dusk 122nd year of Ascendancy at 13:56 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Guyama the Skeleton Archmage level 17
32nd Dusk 122nd year of Ascendancy at 07:19 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Guyama the Skeleton Archmage level 8
7th Mirth 122nd year of Ascendancy at 01:30 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Guyama the Skeleton Archmage level 13
6th Flare 122nd year of Ascendancy at 00:35 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Guyama the Skeleton Archmage level 22
51st Dusk 122nd year of Ascendancy at 09:22 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Guyama the Skeleton Archmage level 16
24th Dusk 122nd year of Ascendancy at 12:29 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Guyama the Skeleton Archmage level 23
57th Dusk 122nd year of Ascendancy at 02:39 see stats
Log
Fire drake's devouring flames area effect drains life from War hound!
Fire drake's devouring flames area effect drains life from Guyama!
Fire drake's devouring flames area effect drains life from Minotaur!
3-headed hydra is encased in ice!
War hound shrugs off the effect 'Frozen'!
Jabil the halfling tries to evade attacks.
Augumjed the halfling's Eyal's Wrath drains magical energy!
Something receives 5 healing from Guyama.
Something receives 5 healing from 3-headed hydra.
Rimebark's ice area effect hits Minotaur for 172 cold damage.
Rimebark's ice area effect hits Jabil the halfling for 161 cold damage.
Rimebark's ice area effect hits Ritch flamespitter for 167 cold damage.
Rimebark's ice area effect hits 3-headed hydra for 167 cold damage.
Rimebark's ice area effect hits War hound for 201 cold damage.
Something receives 5 healing from Rimebark.
Augumjed the halfling's Eyal's Wrath hits Guyama for 76 nature damage.
Something receives 3 healing from Augumjed the halfling.
Something receives 6 healing from Minotaur.
Fire drake's devouring flames area effect hits Guyama for 25 fire damage.
Fire drake's devouring flames area effect hits 3-headed hydra for 28 fire damage.
Fire drake's devouring flames area effect hits Rimebark for 28 fire damage.
Fire drake's devouring flames area effect hits Augumjed the halfling for 14 fire damage.
Fire drake's devouring flames area effect hits Ritch flamespitter for 0 fire damage.
Fire drake's devouring flames area effect hits Minotaur for 33 fire damage.
Fire drake's devouring flames area effect hits War hound for 33 fire damage.
Something receives 6 healing from War hound.
Melee retaliation hits War hound for 2 blight, 8 light (10 total damage).
War hound hits Guyama for 256 physical damage.
Guyama the level 23 skeleton archmage was swiped to death by a war hound on level 1 of Ambush!.
Space restabilizes around you.














































































































