











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! 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! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Halfling |
| Class | Bulwark |
| Level / Exp | 19 / 72% |
| Size | small |
| Lifes / Deaths | Killed by ritch flamespitter at level 19 on the 2nd Pyre 123rd year of Ascendancy at 13:12 / 1 |
Primary Stats
| Strength | 56 (base 47) |
| Dexterity | 18 (base 12) |
| Constitution | 31 (base 18) |
| Magic | 17 (base 10) |
| Willpower | 42 (base 32) |
| Cunning | 13 (base 10) |
Resources
| Life | 1/680 |
| Stamina | 143/250 |
| Healing Factor | 1.2658714593978 |
| Regeneration | 4.1140822430429 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 16.54677130326 |
| See Invisible | 19.54677130326 |
Offense: Mainhand
| Damage | 76 |
| Accuracy | 43 |
| Crit Chance | 14% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Blight | +8% |
| Physical | +15% |
| Cold | +6% |
| All | 0% |
| Darkness | +9% |
| Light | +6% |
| Lightning | +3% |
| Mind | +12% |
| Nature | +5% |
Offense: Damage Penetration
| Blight | +20% |
| Lightning | +10% |
| Mind | +5% |
| Arcane | +5% |
Defense: Base
| Armour (hardiness) | 69.723073231957 (96.438666929426%) |
| Defense | 13 |
| Ranged Defense | 13 |
| Fatigue | 37 |
| Physical Save | 39 |
| Spell Save | 40 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Blight | + 24%( 70%) |
| Physical | + 1%( 70%) |
| Cold | + 19%( 70%) |
| All | 0%( 70%) |
| Lightning | + 21%( 70%) |
| Light | + 12%( 70%) |
| Temporal | + 5%( 70%) |
| Darkness | + 3%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Bleed Resistance | 40% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 149 life over 5 turns. Its effects scale with your Dexterity 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: 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 81 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 584% 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
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 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 improved Willpower by +5. | done |
You failed to protect the lost defiler from death by stone troll. Escort: lost defiler (level 3 of Trollmire) | failed |
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 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. | 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 needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed chunk of ghoul flesh. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed snow giant kidney. | 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 within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 | Ulyrim (5 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +3 Defense +5 (+5 eff.) Fatigue +2% Resists +6% lightning +5% temporal +1% physical Spell.save +6 (+2 eff.) Stun/Frz- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Glarequencher the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +7 Mag +2 Con dps ---------- Spell.crit +3% Dmg.mod +9% acid Melee Ret 4 light ----- def ----- Resists +6% blight HP.reg +3.00 ---------- 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 | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Gloomravager (0 def, 7 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 9 physical Dmg.mod +5% physical +9% darkness +3% mind Melee Ret 8 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 16% ----- def ----- Armour +7 Fatigue +3% Resists +3% darkness Mind.save +3 (+2 eff.) 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 | woodsman's iron pickaxe (dig speed 39 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| 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! |
| On fingers | gold ring 'Floesweeper'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +9% mind +6% cold Melee Ret 6 acid On Hit (Melee): * 20% chance to reduce armor by 20% ----- def ----- Resists +12% acid +9% cold Spell.save +13 (+5 eff.) ---------- misc Max.stam +16.00 Rings make your fingers look great! |
| Around neck | Nightoblivion0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Str +2 Con dps ---------- Dmg.mod +3% light On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Resists +6% light Heal.mod +10% Cut- +40% Heal: Puts all charms on 35 cooldown Level 3.0 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 210 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | 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. |
| Around waist | rough leather belt 'Cloudguile'1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Dex +1 Con dps ---------- Melee Ret 2 physical ----- def ----- Resists +3% lightning +6% light Max.HP +35.00 A belt that goes around your waist. |
| In off hand | dwarven-steel shield 'Lightninglore' (0 def, 10 armour, 30-37 power, 85.5 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 30.5 - 36.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +86 On Hit: * Deal physical damage equal to your armor (70) While equipped: Stats +1 Wil dps ---------- Dmg.mod +3% lightning Res.pen +5% mind ----- def ----- Armour +10 Fatigue +8% Resists +12% lightning Spell.save +6 (+2 eff.) ---------- misc Hate/m.crit +2.00 Talents +1 Block Handheld deflection devices. |
| Cloak | Shockwind the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +10% lightning ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +10% cold Crit.chn- 5.00% ---------- misc Infravis +3 See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eiliniriarin the Blazeweeper (0 def, 14 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% light Res.pen +5% arcane +20% blight ----- def ----- Armour +14 Fatigue +16% Resists +18% blight Phys.save +9 (+3 eff.) A suit of armour made of metal plates. |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Lustrebrand (24-35 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] 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% While equipped: dps ---------- Dmg.mod +12% blight Res.pen +10% physical Acc +7 (+3 eff.) Apr +10 Melee Ret 4 blight ----- def ----- Resists +15% light +6% blight Massive two-handed battleaxes. |
plaguebringer's steel battleaxe of massacre (30-44 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Arcane/Master Power 29.5 - 44.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +13 blight On Hit: 20% Epidemic 2 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 10 While equipped: ----- def ----- Disease- +18% Massive two-handed battleaxes. |
steel dagger of massacre (16-21 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 16.5 - 21.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
elemental steel greatmaul (28-43 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego+] Arcane Power 28.5 - 42.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * Create an explosion dealing 21 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +14% acid Res.pen +9% acid Massive two-handed mauls. |
elemental steel greatmaul of crippling (26-40 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego++] Arcane/Master Power 26.5 - 39.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * Create an explosion dealing 21 acid damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Dmg.mod +7% acid Res.pen +20% acid Massive two-handed mauls. |
steel greatmaul of erosion (28-42 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Nature Power 28.0 - 42.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +13 nature Massive two-handed mauls. |
Gloreth the steel longsword (14-20 power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +10 cold On Hit.r1 +5 fire While equipped: dps ---------- Spell.crit +3% Crit.mult +5.00% Acc +7 (+3 eff.) ----- def ----- Defense +7 (+7 eff.) Spell.save +6 (+2 eff.) Disarm- +20% ---------- misc Mana/turn +0.12 Sharp, long, and deadly. |
acidic steel mace (14-19 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 35 damage over 5 turns and reducing armor and accuracy by 5 Blunt and deadly. |
vined mindstar (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 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. |
lifebinding ash starstaff of illumination (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon [Ego+] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +2% Spell.pwr +10 (+6 eff.) Dmg.mod +15% light ----- def ----- Defense +5 (+5 eff.) HP.reg +0.70 Heal.mod +10% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 61.23 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
chilling steel waraxe (15-21 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 cold One-handed war axes. |
thought-forged steel waraxe of phasing (16-22 power, 8 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Psionic Power 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +4.0% Atk.spd 100% Phasing +11% Melee+ +6 mind On Hit: * 13% chance to reduce all saves and defense by 19 While equipped: Stats +1 Cun +2 Wil One-handed war axes. |
mindwoven woollen robe of frost (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +10% cold ----- def ----- Resists +9% all +15% cold Mind.save +18 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gloralrann (20 def, 9 armour)2.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Mag +3 Wil +4 Con dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +6% physical Res.pen +7% physical Melee Ret 6 physical ----- def ----- Armour +9 Defense +20 (+13 eff.) Fatigue -7% Phys.save +14 (+5 eff.) ---------- misc Max.enc +47 Spell.cld 10% Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 16 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Silyyavea the Shadeoblivion (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: dps ---------- Spell.crit +2% Melee+ 10 light Dmg.mod +5% light Melee Ret 6 blight 4 cold On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Armour +2 Resists +8% light ---------- misc Mana/turn +0.32 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. |
dwarven-steel mail armour of the deep (3 def, 10 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +10 Defense +3 (+3 eff.) Fatigue +12% Resists +8% acid +7% cold ---------- misc Breathe water A suit of armour made of mail. |
prismatic dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Arcane While equipped: ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +10% light +15% darkness A suit of armour made of mail. |
impenetrable steel plate armour of lightning resistance (0 def, 17 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +17 Fatigue +22% Resists +15% lightning A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+7 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
dwarven-steel shield of winter (0 def, 6 armour, 26-32 power, 75.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 26.5 - 31.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +76 Melee+ +13 cold While equipped: Stats +3 Wil dps ---------- On shield block: * Deals 89 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +6 Fatigue +8% Resists +10% cold ---------- misc Talents +1 Block Handheld deflection devices. |
6 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. |
75 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
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. |
piercing steel torque of clear mind [power 2] (25 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Ce'Nunne the ash totem of summon tentacle [power 170] (25 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% temporal Spell.save +9 (+3 eff.) ---------- misc Max.vim +10.00 Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 500 Base Damage: 191 Armor: 0 All Resist: 0 Puts all charms on 25 cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
6 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. |
3 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. |
10 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. |
7 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. |
8 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 (Roguelike)
Killed Ben Cruthdar the Cursed.By Swolo Biggins the Halfling Bulwark level 12
27th Haze 122nd year of Ascendancy at 18:46 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Swolo Biggins the Halfling Bulwark level 19
52nd Regrowth 123rd year of Ascendancy at 18:56 see stats
Level 10 (Roguelike)
Got a character to level 10.By Swolo Biggins the Halfling Bulwark level 10
5th Dusk 122nd year of Ascendancy at 16:15 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Swolo Biggins the Halfling Bulwark level 19
52nd Regrowth 123rd year of Ascendancy at 22:19 see stats
That was close (Roguelike)
Killed your target while having only 1 life left.By Swolo Biggins the Halfling Bulwark level 19
2nd Pyre 123rd year of Ascendancy at 13:06 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Swolo Biggins the Halfling Bulwark level 11
44th Dusk 122nd year of Ascendancy at 23:24 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Swolo Biggins the Halfling Bulwark level 19
65th Regrowth 123rd year of Ascendancy at 00:56 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Swolo Biggins the Halfling Bulwark level 18
3rd Decay 122nd year of Ascendancy at 16:33 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Swolo Biggins the Halfling Bulwark level 19
64th Regrowth 123rd year of Ascendancy at 14:23 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Swolo Biggins the Halfling Bulwark level 18
68th Haze 122nd year of Ascendancy at 23:52 see stats
Log
Rogue is stunned!
Swolo Biggins hits Rogue for 105 physical, 14 physical, 152 physical (271 total damage).
Swolo Biggins stops regenerating health quickly.
Swolo Biggins feels pain again.
Thorn Grab from Polenn the cutpurse hits Swolo Biggins for 13 nature damage.
Polenn the cutpurse uses Pheromones.
Summons flock towards Swolo Biggins.
Thief stops regenerating health quickly.
Polenn the cutpurse summons a Turtle!
Turtle uses Taunt.
Rogue performs a melee critical strike against Swolo Biggins!
Swolo Biggins is covered in acid!
Rogue hits Swolo Biggins for 1 physical, 1 physical (2 total damage).
Rogue receives 232 healing from Turtle.
Polenn the cutpurse receives 232 healing from Turtle.
Turtle receives 360 healing.
Ritch flamespitter receives 242 healing from Turtle.
Thief receives 232 healing from Turtle.
Something receives 259 healing from Turtle.
Thief receives 232 healing from Turtle.
War hound receives 253 healing from Turtle.
Poreta the rogue receives 232 healing from Turtle.
Melee retaliation hits Rogue for 7 acid, 2 physical, 9 darkness, 4 light, 7 acid, 2 physical, 9 darkness, 4 light (44 total damage).
Melee retaliation hits Poreta the rogue for 7 acid, 2 physical, 9 darkness, 3 light (21 total damage).
Poreta the rogue hits Swolo Biggins for 1 physical damage.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Swolo Biggins tries to evade attacks.
Ritch flamespitter hits Swolo Biggins for 196 fire damage.
Swolo Biggins the level 19 halfling bulwark was slowly cooked to death by a ritch flamespitter on level 1 of Damp Cave.



















































































