










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
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! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. 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:
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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Krog |
| Class | Mindslayer |
| Level / Exp | 21 / 97% |
| Size | huge |
| Lifes / Deaths | Killed by multi-hued drake hatchling at level 21 on the 3rd Decay 122nd year of Ascendancy at 10:58 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 28 (base 11) |
| Dexterity | 25 (base 10) |
| Constitution | 22 (base 10) |
| Magic | 11 (base 10) |
| Willpower | 87 (base 46) |
| Cunning | 50 (base 39) |
Resources
| Life | 587/587 |
| Psi | 177/177 |
| Healing Factor | 1.1024166372473 |
| Regeneration | 0.27560415931184 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +9.999999999998% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 2 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 52 |
| Accuracy | 35 |
| Crit Chance | 20% |
| APR | 4 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 26 |
| Accuracy | 35 |
| Crit Chance | 18% |
| APR | 4 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +6% |
| Fire | +15% |
| Nature | +8% |
| Physical | +5% |
| Mind | +5% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
| Darkness | +20% |
| Light | +10% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 28 (30%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 30 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Arcane | + 14%( 70%) |
| Mind | + 14%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 60%( 70%) |
| Light | + 20%( 70%) |
| Physical | + 20%( 70%) |
| Darkness | + 12%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 56% |
| Poison Resistance | 20% |
| Confusion Resistance | 20% |
Inscriptions (3/3)
| 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 214 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| 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: 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 484% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Voracity | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
Quests
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 successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Willpower 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 Shardskin. * 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 Possessed. | 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. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed snow giant kidney. * You've found the needed ice ant stinger. Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed giant spider spinneret. * You've found the needed orc heart. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within3 lumberjacks have died. | done |
Equipment
| Psionic focus | Gilyblek (36-58 power, 5 apr)3.0 T3 greatsword 1H weapon [Rare] Master Power 36.5 - 58.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +3.5% Atk.spd 100% While equipped: Stats +6 Dex +1 Wil dps ---------- Phys.crit +3.0% Phys.spd +10% Acc +10 (+5 eff.) ----- def ----- Armour +4 ---------- misc Max.stam +20.00 Massive two-handed swords. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Light source | brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Zanaldil (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +3 Dex ----- def ----- Armour +3 Fatigue +5% ---------- misc Equi/ret +0.08 Light +2 See.Invis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Haledan (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str +1 Dex dps ---------- Mov.spd +10% ----- def ----- Armour +3 Fatigue -3% Resists +3% mind Max.HP +31.00 Confus- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +0.30 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Silyvea the Blindstake [power 242] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +3 Str +2 Wil dps ---------- Melee Ret 4 acid ----- def ----- Resists +3% acid +12% light ---------- misc Infravis +2 Heal yourself and all friendly characters within 10 spaces for 242 Puts all charms on 15 cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | copper ring 'Chefast'0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Mag +3 Wil +3 Con dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +5% arcane +3% mind +3% darkness Mind.save +6 (+2 eff.) ---------- misc Light +1 Rings make your fingers look great! |
| Around neck | Hellssaw0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +4 Dex +4 Wil +1 Cun dps ---------- Dmg.mod +15% fire ---------- misc Light +2 Amulets make your neck look great! |
| In main hand | Serpentparry the dwarven-steel longsword (28-40 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 28.5 - 39.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit.r1 +16 cold On Hit: * 20% chance to slow global speed by 61% While equipped: dps ---------- Dmg.mod +3% nature Res.pen +20% darkness ----- def ----- Resists +6% nature Sharp, long, and deadly. |
| Around waist | Dawnfear the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str +1 Mag +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +6% light Res.pen +10% light ----- def ----- Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | dwarven-steel mace 'Xanalranne' (30-41 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Nature Power 29.5 - 41.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +7 Con +6 Wil dps ---------- Phys.crit +2.0% Mind.crit +2% Mind.pwr +15 (+5 eff.) ----- def ----- Armour +4 Max.HP +22.00 ---------- misc Max.stam +30.00 Max.hate +4.00 Blunt and deadly. |
| Cloak | resilient linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 50.96 to 63.70 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
movement infusion of the psychic (speed 773%; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 773% 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 Willpower 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 |
restful copper amulet0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +12% Cut- +50% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 295 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Rings make your fingers look great! |
balanced steel battleaxe of evisceration (24-35 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Master Power 23.5 - 35.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +10 (+3 eff.) Acc +13 (+6 eff.) ----- def ----- Defense +10 (+5 eff.) Disarm- +28% Massive two-handed battleaxes. |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+9 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
arcing iron greatmaul of paradox (16-24 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane Power 16.0 - 24.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +7 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: ----- def ----- Resists +9% temporal Massive two-handed mauls. |
iron greatmaul of paradox (19-28 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane Power 19.0 - 28.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +7 temporal While equipped: ----- def ----- Resists +7% temporal Massive two-handed mauls. |
Goremarrow the iron greatsword (14-23 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Master Power 14.5 - 23.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +7 (+4 eff.) Resists +3% fire +3% nature +3% light Disarm- +28% Massive two-handed swords. |
Zubolaith the Iceswift (35-56 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Disrupt Power 35.0 - 56.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +4 cold On Hit: * 21 arcane resource burn While equipped: Stats +4 Str dps ---------- Dmg.mod +3% cold Res.pen +15% mind ----- def ----- Crit.chn- 5.00% ---------- misc See.Invis +6 Massive two-handed swords. |
acidic stralite greatsword of massacre (62-98 power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego] Arcane/Master Power 61.5 - 98.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed swords. |
iron greatsword (16-26 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 16.0 - 25.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
iron greatsword (14-22 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 13.5 - 21.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
iron greatsword of dampening (15-24 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Disrupt Power 15.0 - 24.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: ----- def ----- Resists +12% acid +10% lightning +10% fire +10% cold +3% all Spell.save +7 (+3 eff.) Massive two-handed swords. |
truestriking steel longsword (16-22 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Master Power 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +5% physical Acc +5 (+2 eff.) Apr +8 Sharp, long, and deadly. |
Yvissra (13-18 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Nature Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +5 nature While equipped: ----- def ----- Armour +6 Defense +5 (+3 eff.) Resists +3% nature Spell.save +6 (+3 eff.) HP.reg +2.00 Heal.mod +20% Blunt and deadly. |
mossy mindstar (2-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (3-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
balanced iron waraxe of massacre (16-23 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Master Power 16.5 - 23.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +21% One-handed war axes. |
iron waraxe 'Xarawyn' (12-18 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Nature Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 nature +4 mind While equipped: Stats +1 Mag ----- def ----- Resists +9% nature +1% physical ---------- misc Psi/ret +0.08 One-handed war axes. |
Aerytira the Boltvengeance1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Res.pen +5% lightning +15% nature Melee Ret 2 nature ----- def ----- Resists +6% lightning Phys.save +6 (+3 eff.) A belt that goes around your 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. |
cleansing rough leather belt1.0 T1 belt armor [Ego] Disrupt While equipped: ----- def ----- Resists +5% acid +5% blight A belt that goes around your waist. |
rough leather belt 'Dagykalthohell'1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Con +2 Wil dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Spell.save +5 (+2 eff.) Mind.save +6 (+2 eff.) Heal.mod +20% ---------- misc Size +1 A belt that goes around your waist. |
Armomasin the Blastspiker (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.crit +1.0% Phys.pwr +1 (+0 eff.) Res.pen +10% physical Apr +1 ----- def ----- Defense +1 (+1 eff.) Fatigue -2% Resists +6% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots 'Poxstreaker' (0 def, 2 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% physical On Hit (Melee): * 20% chance to slow global speed by 61% ----- def ----- Armour +2 Resists +3% light ---------- misc Infravis +1 A pair of boots made of leather. |
dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% 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. |
hardened leather gloves 'Icewrecker' (0 def, 9 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +2 Dex +5 Con dps ---------- Melee+ 8 physical Dmg.mod +6% cold +6% physical ----- def ----- Armour +9 Resists +12% cold ---------- misc Infravis +2 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. |
sand rough leather gloves (0 def, 6 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +4% physical ----- def ----- Armour +6 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. |
linen wizard hat 'Yviminn' (1 def, 0 armour)2.0 T1 head armor [Rare] Disrupt While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 16% ----- def ----- Defense +1 (+1 eff.) Resists +5% blight +6% cold +6% nature Max.HP +40.00 A pointy cloth hat, very wizardly... |
Prismbreaker the iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +3% blight +24% fire Die.at -80.00 life Def/telep +5 Res/telep +5% Dur/telep +5% A suit of armour made of mail. |
enlightening steel mail armour of Eyal (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Mind.save +12 (+4 eff.) Max.HP +26.00 HP.reg +1.00 Heal.mod +11% A suit of armour made of mail. |
Aeradunachik (3 def, 2 armour)9.0 T1 light armor [Rare] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +1% physical Phys.save +3 (+2 eff.) Max.HP +20.00 Pinning- +10% A suit of armour made of leather. |
hardened leather armour of the deep (9 def, 9 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +9 Defense +9 (+5 eff.) Fatigue +8% Resists +9% acid +6% cold ---------- misc Breathe water A suit of armour made of leather. |
10 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. |
46 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. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Dairukan [power 100] (25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Dex +1 Wil +2 Con dps ---------- Dmg.mod +3% mind ---------- misc Light +2 See.Invis +6 Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 256 Base Damage: 100 Armor: 7 All Resist: 4 Puts all charms on 25 cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Xerutta [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Cun dps ---------- Mind.crit +2% Dmg.mod +6% mind ----- def ----- Resists +3% cold ---------- misc Max.psi +50.00 Sting an enemy dealing 125 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Zubadathra the elm totem of healing [power 110] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Acc +5 (+2 eff.) Apr +5 ----- def ----- Resists +1% physical Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 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. |
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. |
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. |
9 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
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Armuntir the Krog Mindslayer level 20
62nd Haze 122nd year of Ascendancy at 02:55 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Armuntir the Krog Mindslayer level 17
20th Haze 122nd year of Ascendancy at 18:06 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Armuntir the Krog Mindslayer level 19
36th Haze 122nd year of Ascendancy at 17:11 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Armuntir the Krog Mindslayer level 10
9th Dusk 122nd year of Ascendancy at 04:32 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Armuntir the Krog Mindslayer level 20
37th Haze 122nd year of Ascendancy at 12:44 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Armuntir the Krog Mindslayer level 6
77th Pyre 122nd year of Ascendancy at 15:30 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Armuntir the Krog Mindslayer level 16
42nd Dusk 122nd year of Ascendancy at 18:39 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Armuntir the Krog Mindslayer level 21
3rd Decay 122nd year of Ascendancy at 10:58 see stats
Log
Xanigawen the snow giant chieftain's Slime Spit hits Armuntir for (55 to psi shield), 85 nature (85 total damage).
Armuntir feels pain again.
Armuntir's Beyond the Flesh hits Bloated ooze for 109 physical damage.
Armuntir's Beyond the Flesh killed Bloated ooze!
Burb the snow giant champion casts Freeze.
Armuntir is encased in ice!
LIFE LOST WARNING!
Xanigawen the snow giant chieftain's Acidfire cloud hits Armuntir for (20 to psi shield), (12 to ice), 18 acid (18 total damage).
Burb the snow giant champion hits Armuntir for 229 cold damage.
Armuntir uses Infusion: Healing.
Armuntir hits Iceblock for 79 physical, 62 lightning, 0 arcane, 14 physical, 45 physical, 62 lightning, 0 arcane, 14 physical (272 total damage).
Melee retaliation hits Iceblock for 4 acid, 4 acid (7 total damage).
Multi-hued drake hatchling uses Ice Claw.
Snow giant boulder thrower shrugs off the effect 'Frozen'!
Xanigawen the snow giant chieftain shares damage with his oozes!
Melee retaliation hits Iceblock for 4 acid damage.
Multi-hued drake hatchling hits Xanigawen the snow giant chieftain for 11 cold damage.
Multi-hued drake hatchling hits Armuntir for (27 to ice), 40 cold (40 total damage).
Multi-hued drake hatchling hits Snow giant boulder thrower for 43 cold damage.
Armuntir the level 21 krog mindslayer was cooled to death by a multi-hued drake hatchling on level 2 of Tempest Peak.
You carry too much--you are encumbered!
Drop some of your items.
Saving game...
Multi-hued drake hatchling killed Armuntir!
Saving done.
The Blood of Life rushes through your dead body. You come back to life!
Personal New Achievement: Unstoppable (Nightmare (Roguelike) difficulty)!
Saving game...
Saving done.
















































































































