










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 | Male |
| Race | Higher |
| Class | Archmage |
| Level / Exp | 22 / 82% |
| Size | medium |
| Lifes / Deaths | Killed by Wurma at level 22 on the 4th Haze 122nd year of Ascendancy at 02:45 / 1 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 18 (base 14) |
| Magic | 58 (base 51) |
| Willpower | 39 (base 30) |
| Cunning | 37 (base 20) |
Resources
| Life | -161/410 |
| Mana | 61/392 |
| Healing Factor | 1.1211363549267 |
| Regeneration | 5.8859658633652 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 15 |
| Lite | 4 |
| Infravision | 8 |
| See Stealth | 5 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 6 |
| Crit Chance | 20% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +35% |
| Light | +11% |
| Temporal | +13% |
| Fire | +58% |
| Arcane | +12% |
| Mind | +11% |
| All | +8% |
Offense: Damage Penetration
| Lightning | +5% |
| Fire | +65% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 3 (35.65183292883%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 47 |
| Mental Save | 31 |
Defense: Resistances
| Blight | + 15%( 70%) |
| Arcane | + 23%( 70%) |
| Cold | + 18%( 70%) |
| All | + 12%( 70%) |
| Physical | + 14%( 70%) |
| Darkness | + 17%( 70%) |
| Light | + 17%( 70%) |
| Temporal | + 30%( 70%) |
| Lightning | + 19%( 70%) |
| Mind | + 36%( 70%) |
| Fire | + 44%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 22% |
| Confusion Resistance | 50% |
| Silence Resistance | 25% |
| Instadeath Resistance | 100% |
| Blind Resistance | 91% |
Inscriptions (4/4)
| 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 159 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 94 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 Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 617% 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 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 1223% for 10 turns (76 total) and instantly restoring 61 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
Class Talents
| Spell / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 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 |
| 3/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 5/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Wildfire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 4/5 |
| 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 successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. 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.' * '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.' * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * '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.' | 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 within | active |
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 | pair of rough leather boots 'Galetickler' (10 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +1 Dex +3 Wil +3 Cun dps ---------- Dmg.mod +3% physical Res.pen +5% lightning ----- def ----- Armour +1 Defense +10 (+5 eff.) Resists +2% physical Phys.save +5 (+3 eff.) Spell.save +5 (+1 eff.) Mind.save +6 (+3 eff.) Die.at -80.00 life A pair of boots made of leather. |
| Light source | Galeldil the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Melee Ret 2 acid On Hit (Melee): * 20 arcane resource burn ----- def ----- Crit.chn- 5.00% Die.at -40.00 life Max.HP +43.00 Heal.mod +5% Confus- +10% ---------- 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 | Burnire (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light +14% fire Res.pen +25% fire ----- def ----- Defense +1 (+1 eff.) Resists +6% light +16% fire A pointy cloth hat, very wizardly... |
| Tool | Charglamour the iron pickaxe (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% mind +6% fire Melee Ret 4 fire 2 cold On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Resists +5% darkness +6% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring 'Lisilethra'0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Con dps ---------- Phys.crit +3.0% Phys.pwr +5 (+4 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Spell.save +11 (+3 eff.) Silence- +25% ---------- misc Mana/turn +0.12 Max.stam +14.00 Rings make your fingers look great! |
| On fingers | Skyimmortal the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Cun +3 Mag ----- def ----- Crit.chn- 10.00% Spell.save +6 (+2 eff.) HP.reg +2.00 Blind- +24% Stun/Frz- +22% ---------- misc Light +1 Infravis +4 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
| Around waist | Pureschism the hardened leather belt1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Cun +5 Wil dps ---------- Res.pen +10% nature Against +20% Summoned On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Resists +8% lightning +9% temporal +8% fire +9% nature +7% cold D.Red.from +24% Summoned A belt that goes around your waist. |
| In main hand | dragonbone vilestaff 'Xerebreba' (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +32% Crit.mult +13.00% Spell.pwr +15 (+5 eff.) Dmg.mod +9% physical +30% fire Melee Ret 4 physical ----- def ----- Phys.save +20 (+10 eff.) Spell.save +6 (+2 eff.) Mind.save +11 (+6 eff.) ---------- misc Stam/turn +3.00 Max.stam +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Smolderstake (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Melee+ 6 temporal Ranged+ 7 temporal Dmg.mod +4% arcane +5% temporal Res.pen +25% fire ----- def ----- Armour +2 Resists +5% arcane +11% temporal HP.reg +3.00 ---------- misc Stam/turn +1.00 Max.stam +10.00 Unarmed combat: Power 18.5 - 20.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 arcane On Crit.r2 +5 arcane On Hit: 10% Nightmare 3 On Hit: * 5% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | spellwoven woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +12 (+4 eff.) Dmg.mod +8% all ----- def ----- Resists +9% all Spell.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Areta the Ashwinter (22 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +15% fire ----- def ----- Defense +22 (+9 eff.) Resists +3% blight +6% fire +6% mind Crit.chn- 15.00% Max.HP +39.00 Disease- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | voratun amulet 'Sunoath'0.1 T5 amulet jewelry [Random Unique] Nature While equipped: Stats +7 Cun dps ---------- Phys.crit +4.0% Dmg.mod +15% physical Apr +2 Melee Ret 2 fire ----- def ----- Resists +21% mind Blind- +29% Confus- +40% ---------- misc Infravis +2 Sight +2 See.Invis +10 Amulets make your neck look great! |
Inventory
shielding rune of the sneak (absorb 230; dur 4; cd 14)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 230 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Ce'Nulle0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun +4 Str ----- def ----- Armour +4 Defense +10 (+5 eff.) Crit.chn- 10.00% ---------- misc See.Invis +6 Amulets make your neck look great! |
Daimuntir the Phoenixnaught0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +21% fire Melee Ret 4 nature ----- def ----- Resists +21% mind +9% nature Confus- +29% Amulets make your neck look great! |
Ebonywinter the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Res.pen +15% mind Melee Ret 2 darkness ----- def ----- Resists +3% acid +3% cold +6% temporal +3% blight Phys.save +6 (+3 eff.) Rings make your fingers look great! |
Lightshear0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning Melee Ret 6 acid 6 light ----- def ----- Resists +6% lightning +9% light Phys.save +7 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +7 (+4 eff.) Rings make your fingers look great! |
mule's copper ring of light (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Fatigue -5% Resists +22% light ---------- misc Max.enc +23 Rings make your fingers look great! |
truestriking dwarven-steel battleaxe of enduring (30-45 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego++] Nature/Master Power 30.0 - 45.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +10 Con +12 Wil dps ---------- Res.pen +10% physical Acc +17 (+15 eff.) Apr +12 ----- def ----- Max.HP +40.00 Massive two-handed battleaxes. |
plaguebringer's dwarven-steel dagger of evisceration (22-28 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego++] Arcane/Master Power 21.5 - 27.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +10 blight On Hit: 20% Epidemic 3 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 25 On Crit: * Wound the target dealing 50 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +6 (+4 eff.) ----- def ----- Disease- +15% Sharp, short and deadly. |
plaguebringer's dwarven-steel dagger of vileness (18-24 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane Power 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +15 blight On Hit: 20% Epidemic 3 On Hit: * 14% chance to reduce strength, dexterity, and constitution by 25 While equipped: ----- def ----- Disease- +15% Sharp, short and deadly. |
magewarrior's short yew vilestaff of wizardry (20-24 power, 4 apr, acid element)5.0 T3 staff 1H weapon [Ego++] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Mag +3 Wil dps ---------- Phys.crit +6.0% Spell.crit +6% Phys.pwr +8 (+5 eff.) Spell.pwr +16 (+6 eff.) Dmg.mod +20% acid Acc +6 (+6 eff.) ---------- misc Max.mana +37.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel waraxe of enduring (12-18 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego+] Nature Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +8 Con +6 Wil ----- def ----- Max.HP +42.00 One-handed war axes. |
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. |
Branigolach the Greenjam (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +6% physical Res.pen +5% nature ----- def ----- Defense +1 (+1 eff.) Resists +9% darkness Disarm- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hazefame (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Wil +4 Con dps ---------- Dmg.mod +12% cold ----- def ----- Defense +1 (+1 eff.) Resists +9% fire ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Guneregodar the Blastweeper (5 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +4 Defense +5 (+3 eff.) Fatigue +3% Resists +6% lightning +12% temporal Crit.chn- 5.00% Phys.save +5 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+4 eff.) Max.HP +40.00 Def/telep +15 Res/telep +15% Dur/telep +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Urahad the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +1 Resists +5% arcane +9% cold Spell.save +9 (+3 eff.) HP.reg +4.00 Confus- +20% Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
hardened leather cap 'Chalinik' (0 def, 3 armour)2.0 T3 head armor [Random Unique] Master While equipped: Stats +8 Str +4 Wil +1 Cun +6 Con dps ---------- Res.pen +10% arcane ----- def ----- Armour +3 Fatigue +3% Resists +8% blight Mind.save +8 (+4 eff.) Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 32.1 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
cleansing steel mail armour of stability (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +12% blight +6% physical +10% nature Phys.save +14 (+7 eff.) A suit of armour made of mail. |
Arcwrack (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +5 Cun dps ---------- Dmg.mod +9% temporal Res.pen +5% temporal Melee Ret 4 lightning ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +16% acid +23% lightning Max.HP +39.00 A suit of armour made of leather. |
hardened leather armour 'Urorak' (13 def, 12 armour)9.0 T3 light armor Reqs Str 16 [Random Unique] Nature/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Res.pen +25% acid On Hit (Melee): * 10% chance to reduce armor by 35% ----- def ----- Armour +12 Defense +13 (+6 eff.) Fatigue +8% Resists +7% acid +7% cold +20% fire ---------- misc Breathe water A suit of armour made of leather. |
6 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. |
404 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+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. |
Galespiker the dwarven-steel pickaxe (dig speed 22 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +9 Str dps ---------- Res.pen +10% lightning Apr +4 ----- def ----- Armour +2 Resists +2% physical +3% fire ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Layyyanor the Blizzardbender (16/16, 44-52 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Rare] Master Power 43.5 - 52.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 16 Ranged+ +20 cold On Hit.r1 +20 mind +20 cold On Crit.r2 +8 mind Shots are used with slings to pummel your foes to death. |
sentry's pouch of dwarven-steel shots of crippling (48/48, 34-41 power, 7 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego++] Arcane/Master Power 34.0 - 40.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +7 Crit +12.0% Capacity 48 Rld cld 5 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
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. |
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. |
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. |
3 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. |
7 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
A View From The Gallery (Insane (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Wurma the Higher Archmage level 22
3rd Haze 122nd year of Ascendancy at 21:01 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Wurma the Higher Archmage level 10
2nd Mirth 122nd year of Ascendancy at 04:21 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Wurma the Higher Archmage level 20
37th Dusk 122nd year of Ascendancy at 18:38 see stats
Orbituary (Insane (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Wurma the Higher Archmage level 3
75th Pyre 122nd year of Ascendancy at 04:14 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Wurma the Higher Archmage level 21
1st Time of Equilibrium 122nd year of Ascendancy at 16:38 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Wurma the Higher Archmage level 22
1st Haze 122nd year of Ascendancy at 18:29 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Wurma the Higher Archmage level 10
2nd Mirth 122nd year of Ascendancy at 20:09 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Wurma the Higher Archmage level 16
12nd Dusk 122nd year of Ascendancy at 19:37 see stats
Log
Wurma starts to surge mana.
Shadow casts Phase Door.
Talent Disruption Shield is ready to use.
Wurma casts Fireflash.
Wurma's spell attains critical power!
Wurma casts Inferno.
Wurma is recovering from the damage!
Green ooze splits in two!
You collect a new ingredient: sandworm tooth (1).
Something hits Gigantic gravity worm for 658 fire damage.
Something hits Veleth the green ooze for (250 deflected), 456 fire (456 total damage).
Something hits Shadow for 817 fire damage.
Something hits Shadow for 817 fire damage.
Something hits Shadow for 817 fire damage.
Something hits Shadow for 770 fire damage.
Something hits Green ooze for 367 fire damage.
Something hits Wurma for 552 fire damage.
Something killed Gigantic gravity worm!
Something killed Shadow!
Something killed Shadow!
Something killed Shadow!
Something killed Shadow!
Something killed Green ooze!
Wurma's cleansing fire area effect hits Veleth the green ooze for (25 deflected), 77 fire (77 total damage).
Wurma's cleansing fire area effect hits Wurma for 90 fire damage.
Wurma's cleansing fire area effect hits Green ooze for 106 fire damage.
Wurma the level 22 higher archmage was toasted to death by himself, by accident of course, on level 4 of Sandworm lair.









































































































