










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official 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 1.6.7Official 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 | Shalore |
| Class | Doombringer |
| Level / Exp | 27 / 73% |
| Size | huge |
| Lifes / Deaths | Killed by Porata the elven cultist at level 27 on the 58th Haze 122nd year of Ascendancy at 01:05 / 1 |
Primary Stats
| Strength | 111 (base 40) |
| Dexterity | 22 (base 10) |
| Constitution | 57 (base 41) |
| Magic | 60 (base 38) |
| Willpower | 22 (base 10) |
| Cunning | 22 (base 11) |
Resources
| Life | -199/929 |
| Mana | 22/216 |
| Stamina | 160/208 |
| Vim | 28/174 |
| Healing Factor | 1.0105726872246 |
| Regeneration | 41.415419345825 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 134 |
| Accuracy | 52 |
| Crit Chance | 18% |
| APR | 21 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 62 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +7% |
| Light | +15% |
| Blight | +3% |
| Cold | +15% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
| Cold | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 50.040084512322 (73.452380952381%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 0 |
| Physical Save | 51 |
| Spell Save | 41 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Blight | + 26%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 22%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 30%( 70%) |
| Light | + 20%( 70%) |
| Darkness | + 20%( 70%) |
| Fire | + 47%( 70%) |
| Mind | + 18%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Confusion Resistance | 10% |
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 100 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 84 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 641% 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. |
Class Talents
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Torture | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Fearfire | 1.10 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Corruption / Oppression | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Abyssal Shield |
| talent | Chant of Fortitude |
| talent | Horrifying Blows |
| talent | Premonition |
| talent | Share the Pain |
| beneficial effect | Improves/gives invisibility (power 20), reducing damage dealt by 0%. Invisibility |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | Huge cut that bleeds, doing 72.19 physical damage per turn and decreasing all heals received by 50%. Deep Wound |
| beneficial effect | The target's spellpower has been increased by 12. Spellsurge |
| beneficial effect | Reduces fire damage received by 19%. Premonition Shield |
| detrimental effect | The target is poisoned, taking 73.05 nature damage per turn. Deadly Poison |
| detrimental effect | The target is burning, taking 150 damage per turn, split among it and burning foes in radius 2. Blazing Rebirth |
| beneficial effect | The target has 41 increased life regeneration. Recovery |
| beneficial effect | This unit will not die until it has less than -115 HP. Surge of Power |
| detrimental effect | Target is marked, leaving them vulnerable to marked shots. Marked |
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 abandoned injured seer to death. Escort: injured seer (level 2 of Trollmire) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved talent Curse of Impotence (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved talent Disarm (+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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 Shardskin. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed ice wyrm tooth. * You've found the needed giant spider spinneret. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle | 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 within5 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! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Armiyon (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +3 Mag +3 Wil +3 Cun +3 Con +9 Lck dps ---------- Spell.pwr +15 (+4 eff.) S.pwr/crit +6 Phasing +10% ----- def ----- Armour +3 Phys.save +13 (+5 eff.) Mind.save +16 (+6 eff.) Stealth +8 ---------- misc Mana/s.crit +1.00 Max.mana +20.00 Blink to a nearby random location (rad 11) Puts all charms on 25 cooldown A pair of boots made of leather. |
| Light source | Summertide Phial1.0 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.(72 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Hazerock the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Rare] Nature While equipped: Stats +6 Str +3 Dex +4 Cun +4 Con dps ---------- Melee Ret 2 cold On Hit (Melee): * 10% chance to slow global speed by 43% ----- def ----- Armour +4 Fatigue +4% Resists +12% acid -22% light +9% darkness Phys.save +9 (+3 eff.) Disarm- +20% Knockbk- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | quick yew totem of healing [power 230] (8/11 cooldown)2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 230 Puts all charms on 11 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | rogue's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +6 (+1 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Rings can have magical properties. |
| On fingers | Rimesear the voratun ring0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Str +12 Mag +6 Wil +9 Con dps ---------- Phys.pwr +11 (+3 eff.) Spell.pwr +11 (+3 eff.) Dmg.mod +15% cold Res.pen +10% cold Melee Ret 4 arcane ----- def ----- Spell.save +12 (+4 eff.) Rings can have magical properties. |
| Around waist | rough leather belt 'Zubuwen'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +6% mind +3% lightning Spell.save +6 (+2 eff.) Max.HP +60.00 Heal.mod +10% ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | Drake's Bane (45-67.5 power, 21 apr)3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+3 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
| On hands | cinder dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 fire Dmg.mod +3% fire Acc +14 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +5% fire 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 | Mardarahell (3 def, 8 armour)14.0 T3 heavy armor [Random Unique] Arcane/Master While equipped: dps ---------- Melee+ 11 acid 12 fire Dmg.mod +3% blight Melee Ret 10 acid 10 fire 6 mind On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 29 ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +17% lightning +15% blight +16% fire +7% arcane +10% acid Spell.save +15 (+5 eff.) A suit of armour made of mail. |
| Cloak | Gyfang the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +5% physical Acc +5 (+1 eff.) Melee Ret 4 physical ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +11% cold Phys.save +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | serendipitous gold amulet of the eclipse0.1 T3 amulet jewelry [Ego++] Arcane/Nature While equipped: Stats +9 Lck dps ---------- Melee+ 7 light 11 darkness Dmg.mod +5% light +7% darkness Acc +8 (+2 eff.) On Melee Ret: * 9% chance to reduce damage dealt by 15% * 8% chance to blind ----- def ----- Defense +7 (+3 eff.) Unseen.red 12% Amulets can have magical properties. |
Inventory
healing infusion of the wizard (heal 161; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 161 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 454; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 454 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune of the sneak (absorb 116; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 116 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 412; dur 3; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 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 create a protective shield absorbing at most 412 damage for 3 turns. 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. |
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 172 (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. |
Bethudhevena0.1 T4 ring jewelry [Rare] Master While equipped: Stats +3 Str +8 Dex dps ---------- Res.pen +25% blight Acc +16 (+5 eff.) ----- def ----- Armour +8 Defense +20 (+9 eff.) Resists +20% blight Rings can have magical properties. |
Bloodcaller0.1 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: 0.00 You won the Ring of Blood trial, and this is your reward. |
Floejustice the stralite dagger (39.5-51.35 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Rare] Master Power 39.5 - 51.4 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +12 cold On Hit.r1 +16 cold On Crit.r2 +16 light While equipped: dps ---------- Res.pen +25% light +15% cold ----- def ----- Resists +9% cold Sharp, short and deadly. |
steel greatmaul 'Braniyastir' (51-76.5 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Master Power 51.0 - 76.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- S.pwr/crit +6 Acc +25 (+7 eff.) ----- def ----- Crit.dmg- 10.00% Massive two-handed mauls. |
truestriking stralite greatsword of amnesia (49.5-79.2 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego++] Master/Psionic Power 49.5 - 79.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +7% physical Acc +17 (+5 eff.) Apr +12 Massive two-handed swords. |
projecting pulsing mindstar of gales (13.5-14.85 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature/Psionic Power 13.5 - 14.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +15% lightning +13% fire +6% physical +18% cold ----- def ----- Defense +14 (+7 eff.) Pinning- +26% ---------- 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. |
Malediction (40-48 power, 15 apr)3.0 T4 waraxe 1H weapon [Unique] Arcane Power 40.0 - 48.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +15 Crit +10.0% Atk.spd 100% On Hit.r1 +25 blight On Hit: 10% Curse of Death 3 On Hit: 10% Curse of Vulnerability 3 While equipped: dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +20% blight On Spell Hit: 10% Curse of Impotence 3 On Spell Hit: 10% Curse of Defenselessness 3 The land withers and crumbles wherever this cursed axe rests. |
Aeritir the Flashgash (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +2 Cun dps ---------- Phys.pwr +20 (+5 eff.) Dmg.mod +6% physical Res.pen +20% light Apr +4 ----- def ----- Armour +4 Fatigue -3% Crit.dmg- 10.00% Phys.save +9 (+3 eff.) ---------- misc Max.enc +29 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mucusriver (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Res.pen +25% lightning +5% nature ----- def ----- Armour +3 Resists +9% cold +2% physical HP.reg +2.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.80 Max.stam +18.00 A pair of boots made of leather. |
miner's pair of hardened leather boots of force (0 def, 7 armour)2.0 T3 feet armor [Ego+] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +2 (+0 eff.) Spell.pwr +6 (+1 eff.) Mind.pwr +4 (+2 eff.) ----- def ----- Armour +7 ---------- misc Infravis +2 A pair of boots made of leather. |
scholar's pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
bladed rough leather cap of the depths (0 def, 1 armour)2.0 T1 head armor [Ego+] Nature/Master While equipped: Stats +4 Str ----- def ----- Armour +1 Fatigue +1% Resists +7% cold ---------- misc Breathe water Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 422.7 Physical damage. If the attack hits, the target is confused (34% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
defender's iron helm (4 def, 8 armour)3.0 T1 head armor [Ego+] Master While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +5% Resists +2% all Phys.save +6 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Blazestoker the dwarven-steel mail armour (3 def, 19 armour)14.0 T3 heavy armor [Rare] Master While equipped: Stats +5 Cun +2 Mag dps ---------- Melee Ret 6 light ----- def ----- Armour +19 Defense +3 (+1 eff.) Fatigue +12% Resists +6% blight +3% cold +6% lightning A suit of armour made of mail. |
dwarven-steel plate armour 'Thunderimmortal' (0 def, 11 armour)17.0 T3 massive armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Wil dps ---------- Melee+ 13 acid 15 fire Dmg.mod +15% lightning Res.pen +10% blight Melee Ret 8 acid 10 fire ----- def ----- Armour +11 Fatigue +22% Resists +17% acid +19% cold +6% mind +17% fire Mind.save +13 (+5 eff.) A suit of armour made of metal plates. |
prismatic steel plate armour of acid resistance (0 def, 9 armour)17.0 T2 massive armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +15% acid +11% light +10% darkness A suit of armour made of metal plates. |
4 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. |
73 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. |
2 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. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
6 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
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. |
9 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. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 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. |
3 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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
soothing elm totem of healing [power 116] (8/15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 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. |
9 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. |
6 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
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Ignis The 12th the Shalore Doombringer level 14
31st Dusk 122nd year of Ascendancy at 18:35 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Ignis The 12th the Shalore Doombringer level 18
70th Dusk 122nd year of Ascendancy at 04:54 see stats
Hell has no fury like a demon scorned! (Nightmare (Roguelike) difficulty)
Escaped the Searing Halls.By Ignis The 12th the Shalore Doombringer level 6
78th Pyre 122nd year of Ascendancy at 03:11 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Ignis The 12th the Shalore Doombringer level 10
1st Flare 122nd year of Ascendancy at 11:18 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Ignis The 12th the Shalore Doombringer level 20
76th Dusk 122nd year of Ascendancy at 01:27 see stats
Once bitten, twice shy (Nightmare (Roguelike) difficulty)
Escaped the Anteroom of Agony.By Ignis The 12th the Shalore Doombringer level 24
35th Haze 122nd year of Ascendancy at 16:39 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Ignis The 12th the Shalore Doombringer level 16
60th Dusk 122nd year of Ascendancy at 09:57 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Ignis The 12th the Shalore Doombringer level 11
6th Flare 122nd year of Ascendancy at 05:31 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Ignis The 12th the Shalore Doombringer level 11
8th Flare 122nd year of Ascendancy at 20:21 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Ignis The 12th the Shalore Doombringer level 22
31st Haze 122nd year of Ascendancy at 19:26 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ignis The 12th the Shalore Doombringer level 18
71st Dusk 122nd year of Ascendancy at 08:15 see stats
You were not supposed to see that! (Nightmare (Roguelike) difficulty)
Read a Forbidden Tome.By Ignis The 12th the Shalore Doombringer level 19
71st Dusk 122nd year of Ascendancy at 10:22 see stats
Log
Ignis The 12th hits Porata the elven cultist for 139 physical, 8 acid, 7 darkness, 6 light, 11 fire, 13 light, 11 fire, 29 fire (223 total damage).
Ignis The 12th loses 76 health to the soulburn.
Ignis The 12th is not crippled anymore.
Ignis The 12th is free from the weakness disease.
Talent Voracious Blade is ready to use.
Ignis The 12th hits Porata the elven cultist for 47 fire damage.
Deep Wound from Porata the elven cultist hits Ignis The 12th for 44 physical damage.
Deadly Poison from Porata the elven cultist hits Ignis The 12th for 36 nature damage.
Lava floor heals Porata the elven cultist!
Porata the elven cultist shoots!
Porata the elven cultist receives 63 healing from Ignis The 12th.
Porata the elven cultist's Shoot performs a ranged critical strike against Ignis The 12th!
Ignis The 12th deactivates Fearscape.
Porata the elven cultist's Shoot hits Ignis The 12th for 101 physical damage.
Ignis The 12th receives 2 healing from Devouring flames from Ignis The 12th.
Burning from Ignis The 12th hits Porata the elven cultist for 13 fire damage.
Ignis The 12th the level 27 shalore doombringer was torn limb from limb to death by Porata the elven cultist on level 1 of Fearscape.
You are brought back from the Fearscape!
Ignis The 12th has finished recovering.
Ignis The 12th is no longer invisible.
Ignis The 12th is no longer poisoned.
Ignis The 12th deactivates Horrifying Blows.
Ignis The 12th's deep wound closes.
Ignis The 12th's surge ends.
Ignis The 12th is no longer surging arcane power.
Ignis The 12th deactivates Share the Pain.
Ignis The 12th deactivates Premonition.
Ignis The 12th deactivates Abyssal Shield.
Ignis The 12th deactivates Chant of Fortitude.
The protective shield of Ignis The 12th disappears.






















































































































