




















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
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:
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:
Bugnibus Bugfix Pack 1.7.0Combines several separate bugfix addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
Frequently Asked Questions: Better Item Description 1.7.2This 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 1.7.4Combines 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 26 / 14% |
| Size | medium |
| Lifes / Deaths | Killed by Ce'Negassra the war bear at level 8 on the 70th Dusk 122nd year of Ascendancy at 09:47 / 2Killed by elven cultist at level 26 on the 4th Regrowth 123rd year of Ascendancy at 17:40 |
Primary Stats
| Strength | 52 (base 45) |
| Dexterity | 25 (base 15) |
| Constitution | 34 (base 29) |
| Magic | 10 (base 10) |
| Willpower | 53 (base 30) |
| Cunning | 28 (base 18) |
Resources
| Life | -63/751 |
| Hate | 106/106 |
| Psi | 143/143 |
| Healing Factor | 1.185336564623 |
| Regeneration | 3.8523438350248 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 44 |
| Crit Chance | 17% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 62 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Light | +6% |
| Temporal | +3% |
| Nature | +9% |
| Physical | +10% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 37.317011280365 (72.903125182002%) |
| Defense | 24 |
| Ranged Defense | 28 |
| Fatigue | 21 |
| Physical Save | 43 |
| Spell Save | 40 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Blight | + 40%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 32%( 70%) |
| All | 0%( 70%) |
| Darkness | + 38%( 70%) |
| Light | + 23%( 70%) |
| Lightning | + 18%( 70%) |
| Fire | + 18%( 70%) |
| Nature | + 3%( 70%) |
Defense: Immunities
| Disarm Resistance | 26% |
| Confusion Resistance | 38% |
| Fear Resistance | 18% |
| Stun Resistance | 45% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 28% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 364 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 664% 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 Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 119 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| Cursed / Predator | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Cursed / Rampage | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved spell save by +12. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed orc heart. * '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.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
Equipment
| On feet | pair of dwarven-steel boots 'Chamudochik' (Nightmares) (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +30 (+7 eff.) Res.pen +5% mind ----- def ----- Armour +4 Fatigue -3% Phys.save +8 (+3 eff.) ---------- misc Max.enc +20 Light +3 See.Invis +6 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Ereldir the alchemist's lamp1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +6 (+1 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +9% lightning Mind.save +7 (+3 eff.) Die.at -20.00 life Max.HP +80.00 Disease- +10% Knockbk- +10% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (Shrouds) (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Curse of Shrouds A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Glytira (Shrouds) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% acid Acc +7 (+3 eff.) Melee Ret 6 acid On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +9% lightning +3% light +5% arcane Phys.save +7 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+3 eff.) Disarm- +26% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | powerful elm wand of shielding [power 116] (20/20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Geleta (Madness)0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Str ----- def ----- Resists +6% acid +18% fire HP.reg +3.00 Confus- +20% Stun/Frz- +27% Curse of Madness Rings make your fingers look great! |
| On fingers | Bloodcaller (Nightmares)0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 130.56 Curse of Nightmares You won the Ring of Blood trial, and this is your reward. |
| Around neck | Bokasahell the Blazewrecker0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +3 Wil dps ---------- Mind.pwr +15 (+4 eff.) Dmg.mod +6% light +9% mind Melee Ret 6 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 36 ----- def ----- Phys.save +14 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +13 (+5 eff.) ---------- misc Hate/m.crit +4.00 Amulets make your neck look great! |
| In main hand | dwarven-steel mace 'Phlegmrace' (Misfortune) (27-38 power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Arcane/Master Power 27.0 - 37.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: 20% Curse of Vulnerability 3 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +8 (+3 eff.) Dmg.mod +9% nature +3% temporal On Hit (Melee): * 20% chance to slow global speed by 64% ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% Curse of Misfortune Blunt and deadly. |
| Around waist | Zubylle the hardened leather belt (Nightmares)1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.crit +3% Melee Ret 8 mind ----- def ----- Max.HP +30.00 ---------- misc Hate/m.crit +3.00 Max.hate +6.00 Curse of Nightmares A belt that goes around your waist. |
| In off hand | Black Mesh (Nightmares) (8 def, 2 armour, 40-48 power, 120 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 40.0 - 48.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +120 While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Curse of Nightmares Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
| Cloak | Rootterror the cashmere cloak (Misfortune) (7 def, 7 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Apr +2 On Hit (Melee): * 20% chance to slow global speed by 64% * 20% chance to reduce armor by 15% ----- def ----- Armour +7 Defense +7 (+3 eff.) Resists +3% nature +13% cold Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Voidpunish of the Blightspawn (Shrouds) (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- On Melee Ret: * 26% chance to reduce strength, dexterity, and constitution by 6 * 26% chance to reduce damage dealt by 29% ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +15% blight +19% cold +13% darkness +20% light Mind.save +17 (+6 eff.) ---------- misc Light +1 Curse of Shrouds A suit of armour made of mail. |
Inventory
heroism infusion of the titan (die at -243; dur 7; cd 25)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -243 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 486 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
enlightening stralite plate armour of the deep (Corpses) (0 def, 15 armour)17.0 T4 massive armor Reqs Massive armour training [Ego++] Nature/Psionic While equipped: Stats +6 Cun +6 Wil ----- def ----- Armour +15 Fatigue +22% Resists +7% acid +9% cold Mind.save +14 (+5 eff.) ---------- misc Breathe water Curse of Corpses A suit of armour made of metal plates. |
Salybrenne the dwarven-steel helm (Madness) (0 def, 19 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Melee Ret 6 acid On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Armour +19 Fatigue +4% Crit.dmg- 10.00% Stun/Frz- +20% ---------- misc Infravis +2 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
6 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. |
2 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. |
6 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. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
6 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. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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 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. |
6 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. |
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. |
107 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. |
Bleakbane of the Blightspawn1.0 T3 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats -8 Wil +8 Con dps ---------- Spell.crit +4% Spell.pwr +4 (+4 eff.) Res.pen +15% lightning +25% fire ----- def ----- Resists +5% blight +8% darkness Mind.save +10 (+4 eff.) ---------- misc Light +7 Infravis +4 See.Stealth +5 See.Invis +12 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 23 blight damage or heals 34 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Miniature R2D2 Miniature R2D21.0 T3 mechanical misc [Plot Item] Unknown While carried: Stats +5 Cun +5 Wil Fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning). Uses 50 power out of 100/100 Activation is instant. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
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. |
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. |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
Boruromidig the yew totem of thorny skin [power 35] (20/20 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: Stats +3 Str +1 Wil ----- def ----- Crit.dmg- 15.00% ---------- misc Infravis +2 Harden the skin for 7 turns increasing armour by 35 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to increase all damage penetration by 13% for 2 turns. 100% to increase the duration of 1 beneficial effects by 1. 100% to reduce fatigue by 25% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
Obliterator (Madness) (48-72 power, 10 apr)5.0 T3 greatmaul 2H weapon [Unique] Master Power 48.0 - 72.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 52 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% Curse of Madness This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Itkovian, Fallen Shield Anvil the Cornac Cursed level 8
45th Dusk 122nd year of Ascendancy at 22:38 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Itkovian, Fallen Shield Anvil the Cornac Cursed level 20
44th Haze 122nd year of Ascendancy at 07:11 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Itkovian, Fallen Shield Anvil the Cornac Cursed level 24
62nd Haze 122nd year of Ascendancy at 21:01 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Itkovian, Fallen Shield Anvil the Cornac Cursed level 10
71st Dusk 122nd year of Ascendancy at 18:45 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Itkovian, Fallen Shield Anvil the Cornac Cursed level 20
43rd Haze 122nd year of Ascendancy at 22:01 see stats
May the 4th be with you!
.By Itkovian, Fallen Shield Anvil the Cornac Cursed level 16
26th Haze 122nd year of Ascendancy at 16:03 see stats
The Restless Dead (Nightmare (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Itkovian, Fallen Shield Anvil the Cornac Cursed level 17
41st Haze 122nd year of Ascendancy at 08:38 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Itkovian, Fallen Shield Anvil the Cornac Cursed level 16
22nd Haze 122nd year of Ascendancy at 11:35 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Itkovian, Fallen Shield Anvil the Cornac Cursed level 24
7th Allure 123rd year of Ascendancy at 16:19 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Itkovian, Fallen Shield Anvil the Cornac Cursed level 19
43rd Haze 122nd year of Ascendancy at 09:17 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Itkovian, Fallen Shield Anvil the Cornac Cursed level 8
70th Dusk 122nd year of Ascendancy at 09:47 see stats
Log
Mindrot hits Worm that walks (servant of Lisulemira the elven warrior) for 7 mind, 2 mind, 4 darkness (13 total damage).
Mindrot hits Layuwe the elven cultist for 8 mind, 3 mind, 3 darkness (13 total damage).
Mindrot hits Elven cultist for 7 mind, 2 mind, 3 darkness (12 total damage).
Mindrot hits Elven blood mage for 7 mind, 1 mind, 4 darkness (13 total damage).
Mindrot hits Lisulemira the elven warrior for 7 mind, 2 mind, 4 darkness (13 total damage).
Curse of Death from Layuwe the elven cultist hits Itkovian, Fallen Shield Anvil for 20 darkness damage.
Layuwe the elven cultist casts Blood Spray.
Itkovian, Fallen Shield Anvil harrows Layuwe the elven cultist!
Itkovian, Fallen Shield Anvil is afflicted by a weakness disease!
Worm that walks (servant of Lisulemira the elven warrior) HEALS from blight damage!
Bloodcaller (Nightmares) hits Itkovian, Fallen Shield Anvil for 2 healing, 1 healing, 1 healing (0 total damage) [5 healing].
Itkovian, Fallen Shield Anvil's nightmare area effect hits Elven cultist for 29 mind, 33 darkness (62 total damage).
Itkovian, Fallen Shield Anvil's nightmare area effect hits Worm that walks (servant of Lisulemira the elven warrior) for 29 mind, 45 darkness (75 total damage).
Curse of Nightmares hits Layuwe the elven cultist for 70 mind, 23 mind, 28 darkness (120 total damage).
Layuwe the elven cultist hits Itkovian, Fallen Shield Anvil for (40 rampage shugs off), 57 blight (57 total damage).
Layuwe the elven cultist hits Worm that walks (servant of Lisulemira the elven warrior) for 0 blight, 8 healing (0 total damage) [8 healing].
Itkovian, Fallen Shield Anvil activates his powerful elm wand of shielding!
A shield forms around terror.
A shield forms around terror.
A shield forms around Itkovian, Fallen Shield Anvil.
A shield forms around terror.
Elven cultist casts Soul Rot.
Your summoned terror disappears.
Terror is terrified of the horrors attacking him!
Your shield crumbles under the damage!
The shield around Itkovian, Fallen Shield Anvil crumbles.
Elven cultist's Soul Rot hits Itkovian, Fallen Shield Anvil for (116 absorbed), 102 blight (102 total damage).
Itkovian, Fallen Shield Anvil the level 26 cornac cursed was fouled to death by an elven cultist on level 3 of Dark crypt.
Lisulemira the elven warrior is no longer being stalked by Itkovian, Fallen Shield Anvil.



















































































