











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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 1.7.0Donators/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 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Wanderer |
| Level / Exp | 21 / 97% |
| Size | medium |
| Lifes / Deaths | Killed by Weirdling Beast at level 21 on the 73rd Haze 122nd year of Ascendancy at 13:49 / 1 |
Primary Stats
| Strength | 20 (base 12) |
| Dexterity | 26 (base 12) |
| Constitution | 17 (base 12) |
| Magic | 12 (base 12) |
| Willpower | 54 (base 50) |
| Cunning | 45 (base 40) |
Resources
| Life | -69/440 |
| Equilibrium | 26 |
| Psi | 155/334 |
| Healing Factor | 1.432941519274 |
| Regeneration | 17.840121914961 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 36 |
| Accuracy | 49 |
| Crit Chance | 18% |
| APR | 38 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 30 |
| Accuracy | 49 |
| Crit Chance | 18% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Acid | +6% |
| Light | +15% |
| Darkness | +21% |
| Cold | +8% |
| Physical | +14% |
| Mind | +16% |
| All | 0% |
Offense: Damage Penetration
| Physical | +6% |
| Acid | +5% |
| Fire | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 25 (51.69962066283%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 0 |
| Physical Save | 33.06 |
| Spell Save | 29.28 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Light | + 30%( 70%) |
| Lightning | + 3%( 70%) |
| Mind | + 20%( 70%) |
| Physical | + 10%( 70%) |
| Fire | + 15%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Stun Resistance | 20% |
| Pinning Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 160 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 535% 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 Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 154 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Steamtech / Gadgets | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.20 |
| 5/5 |
| 3/5 |
| 4/5 |
| 3/5 |
| Psionic / Distortion | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Cursed / Advanced shadowmancy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Smith | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.00 |
| 4/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Wild-gift / Call of the wild (at mastery 1.00). | done |
You failed to protect the lost defiler from death by Eilinaldavena the cold drake hatchling. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Agrimley the hermit in creating an elixir of focus. | 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 |
Equipment
| On feet | Galemas the Sunquench (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.crit +3.0% Acc +20 (+6 eff.) Melee Ret 10 fire ----- def ----- Armour +3 Fatigue +2% Resists +6% fire Die.at -40.00 life HP.reg +3.00 Heal.mod +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | 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.(111 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Dourgrind (32 def, 0 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Dmg.mod +12% darkness ----- def ----- Defense +32 (+10 eff.) Crit.dmg- 15.00% Phys.save +7 (+2 eff.) Mind.save +18 (+6 eff.) A pointy cloth hat, very wizardly... |
| On hands | Bregoruirin (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str +1 Con ----- def ----- Armour +2 Fatigue +3% Resists +6% mind Max.HP +80.00 HP.reg +2.10 Silence- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.80 Psi/turn +0.12 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. |
| Tool | Ashidol the yew wand of conjuration [power 200] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +5% fire ----- def ----- Resists +3% lightning Phys.save +12 (+3 eff.) Mind.save +6 (+2 eff.) Heal.mod +5% Stun/Frz- +20% Fire a magical bolt dealing 200 fire damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | warrior's copper ring of the mind (+11%)0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Dmg.mod +11% mind ----- def ----- Armour +6 Resists +11% mind Rings make your fingers look great! |
| On fingers | warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
| Around neck | wanderer's copper amulet of the eclipse0.1 T1 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% Melee+ 6 light 6 darkness Dmg.mod +5% light +5% darkness On Melee Ret: * 6% chance to reduce damage dealt by 22% * 6% chance to blind ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
| In main hand | horrifying pulsing mindstar of gales (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Melee+ 3 mind 6 darkness Dmg.mod +9% lightning +4% physical +4% darkness +8% cold +5% mind ----- def ----- Defense +6 (+2 eff.) Pinning- +15% ---------- 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. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Kinetic Focus (6-7 power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+2 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
| Cloak | Flashbane the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Cun +3 Dex dps ---------- Dmg.mod +6% acid Res.pen +5% acid +10% fire Acc +5 (+1 eff.) Apr +6 On Hit (Melee): * 10% chance to reduce all saves and defense by 27 ----- def ----- Defense +2 (+1 eff.) Resists +15% acid +9% fire +3% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +33.00 HP.reg +5.10 Heal.mod +11% A suit of armour made of leather. |
Inventory
wild infusion of the warrior (res 20%; magical; dur 3; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
starlit copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% light +11% darkness Blind- +21% Amulets make your neck look great! |
Radiancewake0.1 T3 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +3% blight +9% darkness +3% light +12% lightning Blind- +19% Disarm- +10% Teleport- +10% ---------- misc Infravis +4 Sight +2 See.Invis +7 Amulets make your neck look great! |
gladiator's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +6 (+3 eff.) Acc +7 (+2 eff.) Apr +7 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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. Rings make your fingers look great! |
Skyschism (32-47 power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Arcane/Master Power 31.5 - 47.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +8 mind On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +5 Str dps ---------- Dmg.mod +12% lightning +7% physical Acc +20 (+6 eff.) ----- def ----- Defense +9 (+3 eff.) Resists +6% lightning Disarm- +35% Massive two-handed mauls. |
Eye of Winter (8-9 power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
enlightening stralite mail armour of Eyal (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego++] Nature/Psionic While equipped: Stats +3 Cun +8 Wil ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Mind.save +16 (+5 eff.) Max.HP +24.00 HP.reg +3.00 Heal.mod +15% A suit of armour made of mail. |
Bregenarimas the Blasttyphoon (8 def, 17 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Random Unique] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +6% arcane Res.pen +10% arcane ----- def ----- Armour +17 Defense +8 (+3 eff.) Fatigue +22% Resists +8% acid +9% cold +9% lightning Mind.save +15 (+5 eff.) HP.reg +4.30 ---------- misc Stam/turn +1.40 Breathe water A suit of armour made of metal plates. |
Morbuswrack (0 def, 28 armour)17.0 T4 massive armor Reqs Massive armour training Str 48 [Random Unique] Disrupt/Master While equipped: ----- def ----- Armour +28 Fatigue +14% Resists +9% acid +14% blight +9% fire +21% nature +3% mind D.Red.from +11% Unnatural Phys.save +7 (+2 eff.) A suit of armour made of metal plates. |
Ce'Nille (20 def, 3 armour)2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +3 Defense +20 (+7 eff.) Resists +6% lightning +5% temporal +3% nature Crit.dmg- 15.00% Max.HP +40.00 A pair of boots made of leather. |
temporal rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 6 temporal Ranged+ 5 temporal Dmg.mod +3% temporal ----- def ----- Armour +1 Resists +5% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Torygas the hardened leather gloves (0 def, 8 armour)1.0 T2 hands armor [Random Unique] Nature/Disrupt/Psionic While equipped: dps ---------- Melee+ 7 mind 7 physical Dmg.mod +5% mind +4% physical Res.pen +10% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 27 On Melee Ret: * 18 arcane resource burn ----- def ----- Armour +8 Resists +5% mind +6% darkness Spell.save +10 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather cap 'Serpentransom' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +3 Dex +4 Cun dps ---------- Dmg.mod +3% nature +9% cold ----- def ----- Armour +1 Fatigue +1% ---------- misc Light +1 A cap made of leather. |
champion's hardened leather cap of trickery (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +1 Str +3 Dex +3 Wil +3 Cun dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +3% Mind.save +9 (+3 eff.) ---------- misc Light +1 A cap made of leather. |
Aerodhewe (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +6 Lck +1 Str dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Crit.mult +20.00% Phys.pwr +10 (+5 eff.) Apr +2 ----- def ----- Armour +3 Fatigue +5% ---------- misc Stam/turn +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 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. |
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. |
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. |
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. |
146 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. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 62% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
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. |
overpowered yew totem of stinging [power 452] (19 cooldown)2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 452 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 19 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Culelea the Cornac Wanderer level 10
7th Mirth 122nd year of Ascendancy at 18:44 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Culelea the Cornac Wanderer level 20
70th Haze 122nd year of Ascendancy at 06:43 see stats
Merry wintertide! (Nightmare (Roguelike) difficulty)
Finish the Santascape event and free the little helper elves.By Culelea the Cornac Wanderer level 17
48th Dusk 122nd year of Ascendancy at 21:12 see stats
Santassacre! (Nightmare (Roguelike) difficulty)
Killed the little helper elves after saving them!By Culelea the Cornac Wanderer level 17
48th Dusk 122nd year of Ascendancy at 21:44 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Culelea the Cornac Wanderer level 7
79th Pyre 122nd year of Ascendancy at 02:39 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Culelea the Cornac Wanderer level 14
1st Dusk 122nd year of Ascendancy at 16:46 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Culelea the Cornac Wanderer level 21
72nd Haze 122nd year of Ascendancy at 15:59 see stats
Log
You cannot currently leave the level.
Talent Distortion Bolt is ready to use.
Talent Infusion: Healing is ready to use.
Culelea converts some damage to Psi!
Culelea mentally dismisses some damage!
Acid Splash from Weirdling Beast hits Culelea for (6 to ice), (5 dismissed), 2 to psi, 2 acid (4 total damage).
Culelea converts some damage to Psi!
Culelea mentally dismisses some damage!
Melee retaliation hits Iceblock for 4 fire damage.
Shadow hits Culelea for (15 to ice), (11 dismissed), 4 to psi, 6 physical (10 total damage).
Weirdling Beast is no longer distorted.
Weirdling Beast uses Mind Sear.
Culelea converts some damage to Psi!
Weirdling Beast hits Culelea for (30 to ice), 15 to psi, 24 mind (39 total damage).
Culelea uses Infusion: Healing.
Culelea is free from the decrepitude disease.
Culelea is free from the acid.
Talent Infusion: Healing is ready to use.
Talent Distortion Wave is ready to use.
Culelea converts some damage to Psi!
Culelea mentally dismisses some damage!
Melee retaliation hits Iceblock for 5 fire damage.
Shadow hits Culelea for (8 to ice), (6 dismissed), 2 to psi, 3 physical (5 total damage).
Weirdling Beast casts Soul Rot.
Weirdling Beast's spell attains critical power!
Culelea converts some damage to Psi!
Weirdling Beast's Soul Rot hits Culelea for (154 to ice), 78 to psi, 119 blight (197 total damage).
Culelea the level 21 cornac wanderer was diseased to death by Weirdling Beast and slowly consumed on level 1 of Yiilkgur, the Sher'Tul Fortress.







































































































