
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! 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:
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 Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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 | Skeleton |
| Class | Brawler |
| Level / Exp | 20 / 17% |
| Size | medium |
| Lifes / Deaths | Killed by Cyrguod the halfling at level 20 on the 5th Haze 122nd year of Ascendancy at 10:45 / 2Killed by Cyrguod the halfling at level 20 on the 5th Haze 122nd year of Ascendancy at 10:54 |
Primary Stats
| Strength | 31 (base 15) |
| Dexterity | 61 (base 48) |
| Constitution | 29 (base 10) |
| Magic | 16 (base 10) |
| Willpower | 12 (base 10) |
| Cunning | 52 (base 39) |
Resources
| Life | -642/584 |
| Stamina | 121/162 |
| Healing Factor | 1.3524687383468 |
| Regeneration | 11.42836083903 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 76 |
| Accuracy | 49 |
| Crit Chance | 19% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Lightning | +15% |
| Nature | +15% |
| Physical | +23% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Physical | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 29 (65.65183292883%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 39 |
| Spell Save | 27 |
| Mental Save | 26 |
Defense: Resistances
| Darkness | + 27%( 70%) |
| Lightning | + 27%( 70%) |
| Light | + 24%( 70%) |
| Nature | + 50%( 70%) |
| Blight | + 27%( 70%) |
| Physical | + 18%( 70%) |
| Acid | + 32%( 70%) |
| All | + 14%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
| Bleed Resistance | 100% |
| Confusion Resistance | 26% |
| Fear Resistance | 100% |
| Pinning Resistance | 43% |
| Poison Resistance | 100% |
| Knockback Resistance | 24% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 86 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 180 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Technique / Pugilism | 1.50 |
| 3/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the injured seer from death by ritch flamespitter. Escort: injured seer (level 1 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Bethomira the black mamba. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * '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.' 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 vial of elder vampire blood. * You've found the needed pouch of bone giant dust. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | pair of rough leather boots 'Glowwasp' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Armour +1 Resists +12% nature ---------- misc Light +2 Rush: Puts all charms on 25 cooldown Level 1.3 Pwr.cost 25 out of 25/25. Range 6 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. |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+6 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 126% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 100% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
| Tool | Glarehack [power 105] (4/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +6% light +3% acid HP.reg +4.00 Blast the opponent's mind dealing 121 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +3 Dex +3 Wil dps ---------- Phys.crit +2.0% Res.pen +15% physical Acc +6 (+2 eff.) Melee Ret 4 physical ----- def ----- Mind.save +14 (+7 eff.) Confus- +26% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | warrior's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Max.HP +22.00 Disarm- +20% Pinning- +26% Knockbk- +24% Rings make your fingers look great! |
| Around neck | Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| Light source | Glelrathra2.0 T1 lite [Rare] Master While equipped: ----- def ----- Defense +15 (+5 eff.) Resists +6% light +3% acid Mind.save +3 (+1 eff.) Die.at -60.00 life Max.HP +40.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| Cloak | Wrap of Stone (0 def, 0 armour)2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.2 Pwr.cost 60 out of 20/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 76.40 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Around waist | hardened leather belt 'Furnacehunter'1.0 T3 belt armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Dmg.mod +18% physical Melee Ret 2 fire 4 cold ----- def ----- Armour +4 Phys.save +12 (+4 eff.) HP.reg +1.20 Heal.mod +16% A belt that goes around your waist. |
Inventory
Bregygogen0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- Mind.crit +4% ----- def ----- Resists +13% fire +16% cold Mind.save +9 (+4 eff.) Die.at -20.00 life ---------- misc Stam/turn +3.00 Max.stam +20.00 Amulets make your neck look great! |
Elenyhad0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +4 Dex +6 Wil dps ---------- Res.pen +20% physical ----- def ----- Armour +4 Defense +10 (+3 eff.) Resists +12% temporal Blind- +13% Pinning- +24% Knockbk- +21% ---------- misc Infravis +4 Sight +2 See.Invis +6 Amulets make your neck look great! |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Wretchstar the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +3% nature ----- def ----- Defense +5 (+1 eff.) Fatigue -5% Resists +3% nature Phys.save +15 (+5 eff.) HP.reg +1.00 Amulets make your neck look great! |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
Beladavea the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +1% Mind.pwr +5 (+3 eff.) Dmg.mod +11% fire ----- def ----- Resists +6% darkness +22% fire Spell.save +3 (+1 eff.) Rings make your fingers look great! |
Xina the Stokewild0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +6 Str +2 Dex dps ---------- Dmg.mod +11% fire Res.pen +15% mind ----- def ----- Resists +25% fire ---------- misc Light +2 Rings make your fingers look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
gold ring 'Glitterbearer'0.1 T3 ring jewelry [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +11% cold +12% nature +3% light Melee Ret 6 acid ----- def ----- Resists +6% acid +22% cold +24% nature Mind.save +9 (+4 eff.) Confus- +24% ---------- misc Light +3 Rings make your fingers look great! |
steel garnet ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Spell.pwr +7 (+3 eff.) Dmg.mod +6% all Rings make your fingers look great! |
Swordbreaker (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Lavabane1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind +6% fire ----- def ----- Resists +3% mind +3% fire Max.HP +35.00 ---------- misc Light +2 A belt that goes around your waist. |
rough leather belt 'Velitta'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn * 20% chance to slow global speed by 46% ----- def ----- Defense +8 (+2 eff.) Stealth +6 Die.at -20.00 life Heal.mod +5% Disease- +20% A belt that goes around your waist. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Erelendil (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Mag dps ---------- Phys.crit +1.0% Phys.pwr +1 (+1 eff.) Res.pen +20% physical ----- def ----- Defense +1 (+0 eff.) Fatigue -3% ---------- misc Stam/turn +2.00 See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Breezeslicer the woollen robe (0 def, 2 armour)2.0 T2 cloth armor [Random Unique] Nature/Disrupt While equipped: dps ---------- Dmg.mod +28% acid +6% nature On Melee Ret: * 4% chance to slow global speed by 46% * 4 arcane resource burn ----- def ----- Armour +2 Resists +41% acid +3% mind +9% all Blind- +10% Silence- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+6 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+4 eff.) Resists +25% nature +13% all Phys.save +15 (+5 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Grinoharadas the Duskravager (0 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% darkness +3% light Res.pen +10% light +5% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Resists +18% darkness +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Harusastir (0 def, 9 armour)2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +9 Resists +6% lightning +6% temporal +5% arcane +1% physical Cut- +10% Teleport- +10% A pair of boots made of leather. |
Hettarig the Splendourmoon (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +4 Mag ----- def ----- Armour +1 Resists +9% lightning +9% fire +3% blight Spell.save +3 (+1 eff.) HP.reg +2.00 Heal.mod +11% ---------- misc Light +1 A pair of boots made of leather. |
Xanumira (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +1 Resists +6% cold +6% nature +6% darkness Crit.chn- 10.00% HP.reg +2.00 Heal.mod +16% A pair of boots made of leather. |
Yvariathra the Murkarc (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Cun +3 Mag dps ---------- Phys.crit +3.0% Phys.pwr +4 (+2 eff.) Apr +4 On Hit (Melee): * 10% chance to slow global speed by 46% * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +1 Resists +3% fire A pair of boots made of leather. |
Elumira the Lustreraze (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 5 nature Dmg.mod +5% nature +3% blight Res.pen +25% light +10% blight Melee Ret 6 light ----- def ----- Armour +2 Resists +6% nature Unarmed combat: Power 116% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% On Crit.r2 +7 nature On Hit: 10% Venomous Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 96% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
Aeruhell (1 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Wil ----- def ----- Defense +1 (+0 eff.) Resists +5% arcane Phys.save +6 (+2 eff.) Mind.save +3 (+1 eff.) HP.reg +4.00 Heal.mod +5% Poison- +10% A pointy cloth hat, very wizardly... |
Daimondil the Morbuswhisper (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Mind.crit +3% Dmg.mod +3% nature ----- def ----- Defense +1 (+0 eff.) Resists +5% fire +3% mind +5% cold A pointy cloth hat, very wizardly... |
Yarelen (20 def, 7 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +7 Defense +20 (+6 eff.) Fatigue +5% Crit.chn- 5.00% Phys.save +3 (+1 eff.) ---------- misc Max.stam +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cashmere wizard hat 'Khelodar' (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +9 Wil dps ---------- Dmg.mod +16% cold ----- def ----- Defense +2 (+0 eff.) Resists +24% cold ---------- misc Hate/m.crit +4.00 Max.hate +4.00 A pointy cloth hat, very wizardly... |
linen wizard hat 'Emeluyama' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Str +1 Mag +1 Cun dps ---------- Mind.pwr +10 (+5 eff.) Melee Ret 2 mind ----- def ----- Defense +1 (+0 eff.) Resists +7% fire +6% cold ---------- misc Light +2 A pointy cloth hat, very wizardly... |
Draleg (3 def, 4 armour)9.0 T1 light armor [Rare] Master While equipped: ----- def ----- Armour +4 Defense +3 (+1 eff.) Fatigue +6% Resists +16% acid Die.at -60.00 life Heal.mod +10% Confus- +10% A suit of armour made of leather. |
Eilinimina (9 def, 4 armour)9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +3 Dex dps ---------- Mov.spd +20% Dmg.mod +6% mind Res.pen +5% blight ----- def ----- Armour +4 Defense +9 (+3 eff.) Fatigue +7% Resists +9% blight Max.HP +30.00 HP.reg +6.30 Heal.mod +12% ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
5 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. |
298 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. |
8 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. |
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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 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. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
Molatharuinik the brass lantern2.0 T1 lite [Rare] Master While equipped: Stats +2 Wil dps ---------- Mind.pwr +5 (+3 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Phlegmbone the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +4 Wil dps ---------- Dmg.mod +3% mind +3% fire ----- def ----- Max.HP +44.00 ---------- 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(54 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Veliba the Torchwilter1.0 T5 lite [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +12% darkness +15% fire Res.pen +9% all Apr +8 On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Resists +5% cold +6% fire +7% temporal Def/telep +16 Res/telep +12% Dur/telep +28% ---------- misc Light +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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. |
Bethurivea [power 2] (4/25 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +9% physical ---------- misc Light +2 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase the duration of 1 beneficial effects by 1. 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Coalwrecker [power 128] (4/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +10% darkness Melee Ret 2 mind ----- def ----- Resists +3% blight +9% mind +3% darkness Sting an enemy dealing 147 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 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. |
Cindergore the ash wand of shielding [power 194] (4/20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% fire Res.pen +20% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 20 Create a shield absorbing up to 194 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. |
5 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. |
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. |
5 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
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By SKELL the Skeleton Brawler level 10
5th Flare 122nd year of Ascendancy at 11:55 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By SKELL the Skeleton Brawler level 20
69th Dusk 122nd year of Ascendancy at 20:22 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By SKELL the Skeleton Brawler level 18
68th Dusk 122nd year of Ascendancy at 13:13 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By SKELL the Skeleton Brawler level 5
9th Mirth 122nd year of Ascendancy at 06:12 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By SKELL the Skeleton Brawler level 11
8th Flare 122nd year of Ascendancy at 08:59 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By SKELL the Skeleton Brawler level 12
14th Dusk 122nd year of Ascendancy at 20:40 see stats
Log
SKELL uses Set Up.
SKELL is moving defensively!
SKELL slows down.
SKELL slows down.
Slusrin the halfling shoots!
SKELL speeds up.
Slusrin the halfling's Shoot hits SKELL for 217 physical, 8 fire (225 total damage).
Slusrin the halfling's Shoot hits SKELL for 63 physical, 8 fire (70 total damage).
Cyrguod the halfling shoots!
Irolro the halfling uses Burrow.
SKELL tries to bite Slusrin the halfling!
SKELL slows down.
SKELL starts regenerating health quickly.
Cyrguod the halfling's Shoot performs a ranged critical strike against SKELL!
SKELL is crippled.
Cyrguod the halfling performs a melee critical strike against SKELL!
Cyrguod the halfling slows down.
Cyrguod the halfling is poisoned!
SKELL hits Slusrin the halfling for 103 blight, 20 lightning (123 total damage).
Melee retaliation hits Cyrguod the halfling for 14 nature, 2 nature, 1 fire, 2 cold, 2 physical (22 total damage).
Cyrguod the halfling's Shoot hits SKELL for 120 physical, 8 acid (128 total damage).
Cyrguod the halfling hits SKELL for 69 mind damage.
Poison from SKELL hits Cyrguod the halfling for 2 nature damage.
Cyrguod the halfling uses Condensate.
Cyrguod the halfling's mind surges with critical power!
Cyrguod the halfling hits SKELL for 485 fire damage.
SKELL the level 20 skeleton brawler was slowly cooked to death by Cyrguod the halfling on level 1 of Ambush!.











































































































