
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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! Possessor Bonus Class 1.7.4Donators/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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Ogre |
| Class | Doombringer |
| Level / Exp | 21 / 72% |
| Size | big |
| Lifes / Deaths | Killed by multi-hued drake hatchling at level 16 on the 30th Haze 122nd year of Ascendancy at 06:28 / 2Killed by Betytha the snow giant chieftain at level 21 on the 74th Haze 122nd year of Ascendancy at 11:51 |
Primary Stats
| Strength | 63 (base 49) |
| Dexterity | 9 (base 10) |
| Constitution | 41 (base 40) |
| Magic | 14 (base 12) |
| Willpower | 19 (base 10) |
| Cunning | 23 (base 11) |
Resources
| Life | -67/768 |
| Mana | 129/265 |
| Stamina | 148/222 |
| Vim | 0/188 |
| Healing Factor | 1.2281403954778 |
| Regeneration | 11.873104967001 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 114 |
| Accuracy | 45 |
| Crit Chance | 38% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Darkness | +9% |
| Fire | +9% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +15% |
| Mind | +15% |
| Cold | +20% |
Defense: Base
| Armour (hardiness) | 34.317011280365 (72.903125182002%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 16 |
| Physical Save | 37 |
| Spell Save | 38 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Blight | + 13%( 70%) |
| Arcane | + 19%( 70%) |
| Mind | + 13%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 24%( 70%) |
| Light | + 13%( 70%) |
| Temporal | + 27%( 70%) |
| Physical | + 12%( 70%) |
| Fire | + 32%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 24% |
| Disarm Resistance | 10% |
| Stun Resistance | 20% |
| Poison Resistance | 20% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 281 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 101 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 603% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 temporal, 5 darkness, 5 blight, 5 fire, 3 mind, 4 physical |
Class Talents
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torture | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Corruption / Demonic strength | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+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 Strength by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Foresight (+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 |
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 |
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 AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed length of troll intestine. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed ice wyrm tooth. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * '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 honey tree root. | 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 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 within4 lumberjacks have died. | done |
Equipment
| On feet | Mayariakira the Snowrigor (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Con dps ---------- Phys.crit +4.0% Res.pen +10% cold Acc +5 (+2 eff.) Melee Ret 2 physical ----- def ----- Armour +3 Fatigue -4% Phys.save +7 (+3 eff.) ---------- misc Max.enc +22 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Xanida the Crackletickler2.0 T1 lite [Rare] Nature While equipped: Stats +1 Cun +1 Wil dps ---------- Dmg.mod +9% darkness Melee Ret 2 lightning ----- def ----- Resists +9% lightning Crit.chn- 10.00% Max.HP +48.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | iron helm 'Givea' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Wil ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +9% temporal +3% light +9% acid Crit.chn- 15.00% Spell.save +3 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Elira (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Cun dps ---------- Acc +3 (+1 eff.) ----- def ----- Defense +15 (+8 eff.) Resists +3% blight +5% arcane Crit.chn- 5.00% Disarm- +10% ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | warrior's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
| On fingers | Sleetparry the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Res.pen +10% cold ----- def ----- Armour +4 Resists +2% physical Mind.save +7 (+3 eff.) Confus- +24% ---------- misc Stam/turn +3.00 Max.stam +30.00 Rings make your fingers look great! |
| Around waist | Burnwrack the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +5 Cun +6 Wil dps ---------- Res.pen +15% arcane Against +17% Summoned Melee Ret 2 fire ----- def ----- D.Red.from +18% Summoned Mind.save +3 (+1 eff.) ---------- misc Hate/m.crit +2.00 A belt that goes around your waist. |
| In main hand | arcing dwarven-steel greatmaul of crippling (42-64 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Arcane/Master Power 42.5 - 63.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 29 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Massive two-handed mauls. |
| On hands | Gegalaith (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Cun dps ---------- Melee+ 8 fire Dmg.mod +6% fire ----- def ----- Armour +2 Fatigue +3% Resists +5% fire Spell.save +3 (+2 eff.) Die.at -60.00 life HP.reg +4.00 Poison- +20% Disease- +10% ---------- misc Hate/m.crit +1.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Ginor (8 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +3% acid +3% mind On Hit (Melee): * 10% chance to reduce armor by 22% ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +19% fire Phys.save +12 (+5 eff.) Mind.save +6 (+3 eff.) A suit of armour made of mail. |
| Cloak | Lavatyphoon (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% fire Res.pen +15% mind ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane +3% mind +6% nature Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stabilizing copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +10% temporal Pinning- +25% Knockbk- +20% Amulets make your neck look great! |
Inventory
acid wave rune of the wizard (damage 129; dur 4; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 128.54 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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. |
ethereal rune (power 12; resist 18%; move 38%; dur 5; cd 22)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 18% all resistance, you move 38% faster, and you are invisible (power 12). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 25; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 25 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the psychic (range 57; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 57 with a minimum range of 15. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 158 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Haladir the steel battleaxe (20-31 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Psionic Power 20.5 - 30.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +12 mind On Hit: * 19% chance to reduce all saves and defense by 15 While equipped: Stats +5 Cun +3 Wil dps ---------- Mind.crit +3% Mind.pwr +5 (+2 eff.) ----- def ----- Armour +10 Resists +12% lightning +6% temporal Silence- +20% ---------- misc Equi/ret +0.08 Massive two-handed battleaxes. |
steel battleaxe 'Sparknail' (22-33 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Psionic Power 22.0 - 33.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +14 darkness +12 temporal Against +13% Living While equipped: dps ---------- Dmg.mod +3% lightning +3% temporal Melee Ret 10 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% fire Massive two-handed battleaxes. |
acidic steel dagger of massacre (20-26 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane/Master Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 Sharp, short and deadly. |
balanced dwarven-steel dagger of massacre (24-32 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Master Power 24.5 - 31.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +26% Sharp, short and deadly. |
projecting thorny mindstar (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Psionic Power 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +10% lightning +11% fire +5% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of resolve (8-8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Power 7.5 - 8.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
cruel ash magestaff of might (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +16% Crit.mult +10.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
voratun steamgun of tinkering (+4)4.0 T5 steamgun 1H weapon Reqs Dex 48 Shoot Steam Pool [Ego] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Cun dps ---------- Steampwr +8 (+4 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel waraxe of erosion (12-17 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Nature Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 nature One-handed war axes. |
slimy woollen robe of protection (3 def, 3 armour)2.0 T2 cloth armor [Ego] Disrupt/Master While equipped: dps ---------- On Melee Ret: * 3% chance to slow global speed by 40% * 5 arcane resource burn ----- def ----- Armour +3 Defense +3 (+2 eff.) Resists +9% all Phys.save +18 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +11% nature ----- def ----- Resists +11% all Poison- +24% Disease- +34% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +8% nature ----- def ----- Resists +9% all Poison- +26% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
pair of iron boots of disengagement (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +3 Fatigue +2% Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 76% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
corrosive dwarven-steel gauntlets of the nighthunter (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Nature/Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 6 acid Dmg.mod +5% acid Acc +7 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +7% darkness +5% acid ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
heroic dwarven-steel gauntlets of the nighthunter (0 def, 5 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Cun dps ---------- Acc +7 (+3 eff.) ----- def ----- Armour +5 Fatigue +3% Resists +5% darkness Mind.save +6 (+3 eff.) Max.HP +52.00 ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Psionic While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
stabilizing iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Phys.save +10 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
enlightening dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Mind.save +13 (+6 eff.) A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of stability (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +6% physical Phys.save +12 (+5 eff.) HP.reg +2.50 ---------- misc Stam/turn +1.00 A suit of armour made of mail. |
cleansing iron plate armour of Eyal (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +12% nature +11% blight Max.HP +24.00 HP.reg +2.00 Heal.mod +11% A suit of armour made of metal plates. |
steel shield of resilience (0 def, 4 armour, 42.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% Max.HP +44.00 ---------- misc Talents +1 Block Handheld deflection devices. |
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. |
2 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 (+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. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
blazing pouch of dwarven-steel shots of grasping (21/21, 32-38 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego+] Nature Power 32.0 - 38.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 21 Ranged+ +12 fire On Crit.r2 +7 fire On Hit: * 20% chance to create vines that bind the target to the ground dealing 73 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
pouch of steel shots (16/16, 20-24 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Normal] Power 20.0 - 24.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 16 Shots are used with slings to pummel your foes to death. |
focusing ash wand of shielding [power 182] (20 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing yew wand of conjuration [power 260] (15 cooldown)2.0 T3 wand charm [Ego+] Arcane Fire a magical bolt dealing 260 cold damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 17% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing yew wand of conjuration [power 240] (15 cooldown)2.0 T3 wand charm [Ego+] Arcane Fire a magical bolt dealing 240 lightning damage Puts all charms on 15 cooldown 100% to heal for 47. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Zorda the Ogre Doombringer level 12
8th Flare 122nd year of Ascendancy at 01:44 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Zorda the Ogre Doombringer level 21
73rd Haze 122nd year of Ascendancy at 11:25 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Zorda the Ogre Doombringer level 19
70th Haze 122nd year of Ascendancy at 16:15 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Zorda the Ogre Doombringer level 20
72nd Haze 122nd year of Ascendancy at 10:48 see stats
Hell has no fury like a demon scorned! (Nightmare (Roguelike) difficulty)
Escaped the Searing Halls.By Zorda the Ogre Doombringer level 6
77th Pyre 122nd year of Ascendancy at 12:16 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Zorda the Ogre Doombringer level 10
8th Mirth 122nd year of Ascendancy at 15:46 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Zorda the Ogre Doombringer level 20
70th Haze 122nd year of Ascendancy at 16:38 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Zorda the Ogre Doombringer level 17
30th Haze 122nd year of Ascendancy at 09:00 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Zorda the Ogre Doombringer level 17
30th Haze 122nd year of Ascendancy at 21:29 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Zorda the Ogre Doombringer level 7
3rd Mirth 122nd year of Ascendancy at 23:54 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Zorda the Ogre Doombringer level 13
33rd Dusk 122nd year of Ascendancy at 09:34 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Zorda the Ogre Doombringer level 20
71st Haze 122nd year of Ascendancy at 06:26 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Zorda the Ogre Doombringer level 17
30th Haze 122nd year of Ascendancy at 23:42 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Zorda the Ogre Doombringer level 16
30th Haze 122nd year of Ascendancy at 06:29 see stats
Log
Betytha the snow giant chieftain hits Zorda for 59 temporal, 159 physical, 4 temporal, 5 lightning, 18 cold (245 total damage).
Zorda casts Rune: Prismatic.
Zorda summons a prismatic shield for protection!
Talent Infusion: Movement is ready to use.
Talent Infusion: Regeneration is ready to use.
Deep Wound from Betytha the snow giant chieftain hits Zorda for (47 to prism), 0 physical (0 total damage).
Burning from Zorda hits Betytha the snow giant chieftain for 2 fire damage.
Betytha the snow giant chieftain uses Knockback.
Share the Pain hits Betytha the snow giant chieftain for 28 physical, 5 fire (33 total damage).
Zorda hits Betytha the snow giant chieftain for 4 fire damage.
Melee retaliation hits Betytha the snow giant chieftain for 1 lightning, 1 fire, 1 physical (3 total damage).
Melee retaliation hits Zorda for 3 lightning damage.
Betytha the snow giant chieftain hits Zorda for (43 to prism), 0 temporal, (116 to prism), 0 physical, (4 to prism), 0 temporal, 5 lightning, 18 cold (23 total damage).
Deep Wound from Betytha the snow giant chieftain hits Zorda for (47 to prism), 0 physical (0 total damage).
Zorda uses Infusion: Regeneration.
Zorda starts regenerating health quickly.
The protective shield of Zorda disappears.
Talent Rune: Shatter Afflictions is ready to use.
Talent Incinerating Blows is ready to use.
Deep Wound from Betytha the snow giant chieftain hits Zorda for (47 to prism), 0 physical (0 total damage).
Burning from Zorda hits Betytha the snow giant chieftain for 2 fire damage.
Betytha the snow giant chieftain uses Shield Pummel.
Zorda casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Zorda is stunned!
Melee retaliation hits Betytha the snow giant chieftain for 1 lightning, 2 fire, 1 physical, 1 lightning, 2 fire, 1 physical (7 total damage).
Betytha the snow giant chieftain hits Zorda for 19 physical, 18 light, (20 to prism), 0 darkness, 10 lightning, 30 cold, 23 physical, 18 light, (20 to prism), 0 darkness, 10 lightning (128 total damage).
Zorda the level 21 ogre doombringer was bolted to death by Betytha the snow giant chieftain on level 4 of Daikara.

































































































