













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! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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 1.7.2This 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Male |
| Race | Cornac |
| Class | Reaver |
| Level / Exp | 21 / 79% |
| Size | medium |
| Lifes / Deaths | Killed by Shasshhiy'Kaish at level 21 on the 38th Haze 122nd year of Ascendancy at 14:20 / 1 |
Primary Stats
| Strength | 68 (base 45) |
| Dexterity | 18 (base 14) |
| Constitution | 28 (base 12) |
| Magic | 56 (base 41) |
| Willpower | 23 (base 10) |
| Cunning | 22 (base 10) |
Resources
| Life | -200/467 |
| Mana | 285/285 |
| Vim | 107/207 |
| Healing Factor | 1.2456298990388 |
| Regeneration | 5.293927070915 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +29% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Stealth | 10 |
| See Invisible | 10 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 126 |
| Accuracy | 39 |
| Crit Chance | 18% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 77 |
| Accuracy | 39 |
| Crit Chance | 19% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +13% |
| Temporal | +5% |
| Arcane | +3% |
| Mind | +3% |
| Physical | +7% |
Offense: Damage Penetration
| Physical | +11% |
| Acid | +20% |
| Cold | +9% |
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 31.292304923968 (87.807182003187%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 10 |
| Physical Save | 41 |
| Spell Save | 28 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Blight | + 13%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 24%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 18%( 70%) |
| Light | + 41%( 70%) |
| Temporal | + 11%( 70%) |
| Physical | + 11%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 22% |
| Poison Resistance | 10% |
| Confusion Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 327 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 94 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 176 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 380 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Corruption / Vim | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Rot | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Vile life | 1.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Corruption / Torment | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 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 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by carrion worm mass. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
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. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 16. | 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 vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed skeleton mage skull. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed giant spider spinneret. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed xorn fragment. * You've found the needed snow giant kidney. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | 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 | Grinikath the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun +2 Wil ----- def ----- Armour +3 Fatigue +2% Resists +3% acid +6% cold Phys.save +14 (+5 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+3 eff.) Poison- +10% Confus- +20% Def/telep +5 Res/telep +5% Dur/telep +5% 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.(74 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Daymortal the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% light ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning Phys.save +6 (+2 eff.) HP.reg +4.00 A cap made of leather. |
| On hands | Poraletta the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +3 Str +1 Dex +3 Wil +3 Cun dps ---------- Melee+ 5 temporal Ranged+ 7 temporal Dmg.mod +3% arcane +5% temporal Melee Ret 4 arcane ----- def ----- Armour +2 Resists +7% 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. |
| Tool | Daysorrow (dig speed 37 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% mind Melee Ret 6 mind ----- def ----- Fatigue -5% Resists +5% arcane +3% lightning Mind.save +6 (+3 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gladiator's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +7 (+2 eff.) Rings make your fingers look great! |
| On fingers | gladiator's stralite ring0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +7 Str +7 Con dps ---------- Phys.pwr +7 (+2 eff.) Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Glorinne (50-71 power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Arcane/Master Power 50.5 - 70.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Phasing +10% Melee+ +8 light Against +24% Undead On Crit: * Splash the target with acid dealing 110 damage over 5 turns and reducing armor and accuracy by 14 While equipped: Stats +4 Con dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +20% acid +11% physical Melee Ret 2 physical ----- def ----- Defense +5 (+3 eff.) Disarm- +22% Sharp, long, and deadly. This item has been sent to the Item's Vault. |
| Around waist | noble's hardened leather belt of recklessness1.0 T3 belt armor [Ego++] Master While equipped: Stats +5 Cun +4 Wil dps ---------- Phys.crit +3.0% Crit.mult +7.00% Phys.pwr +4 (+1 eff.) Against +15% Summoned ----- def ----- D.Red.from +26% Summoned A belt that goes around your waist. |
| In off hand | Islyravea the Glowgasher (22-31 power, 4 apr)3.0 T3 waraxe 1H weapon [Random Unique] Nature/Master Power 22.5 - 31.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +6.5% Atk.spd 100% On Crit.r2 +5 lightning +10 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Str +1 Con dps ---------- Phys.crit +6.0% Mov.spd +29% Dmg.mod +7% physical Res.pen +5% lightning +9% cold Acc +13 (+4 eff.) ----- def ----- Resists +3% light +1% physical One-handed war axes. This item has been sent to the Item's Vault. |
| Cloak | Relguzor the cashmere cloak (27 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.crit +5% ----- def ----- Defense +27 (+12 eff.) Resists +5% arcane +9% blight Mind.save +3 (+2 eff.) Max.HP +20.00 Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Glimmerglory the steel mail armour (8 def, 12 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +12 Defense +8 (+4 eff.) Fatigue +12% Resists +6% acid +6% physical +6% light +15% cold +6% lightning Phys.save +12 (+4 eff.) Spell.save +3 (+1 eff.) Mind.save +10 (+5 eff.) ---------- misc Breathe water A suit of armour made of mail. |
Inventory
shatter afflictions rune of the warrior (absorb 92; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 92 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
cleansing steel amulet of mastery (0.14 Technique / Combat training)0.1 T2 amulet jewelry [Ego] Disrupt/Master While equipped: ----- def ----- Resists +10% nature +11% blight Poison- +22% Disease- +23% ---------- misc Masteries +0.14 Technique/Combat training Amulets make your neck look great! |
copper ring 'Nightking'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% mind Res.pen +5% mind +5% temporal Melee Ret 4 darkness On Hit (Melee): * 10% chance to reduce all saves and defense by 17 ----- def ----- Defense +6 (+3 eff.) Resists +6% mind Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
steel agate ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con dps ---------- Acc +9 (+3 eff.) Apr +9 ----- def ----- Defense +9 (+5 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 119% 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! |
steel ring 'Dairiblek'0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- S.pwr/crit +10 On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Spell.save +6 (+3 eff.) Blind- +21% ---------- misc Mana/turn +0.08 Infravis +4 See.Stealth +8 See.Invis +10 Rings make your fingers look great! |
titan's copper ring of frost (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Phys.save +6 (+2 eff.) Rings make your fingers look great! |
truestriking steel battleaxe (20-31 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Master Power 20.5 - 30.8 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 ---------- Res.pen +9% physical Acc +16 (+5 eff.) Apr +7 Massive two-handed battleaxes. |
truestriking steel battleaxe of enduring (19-28 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego++] Nature/Master Power 19.0 - 28.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Con +9 Wil dps ---------- Res.pen +9% physical Acc +10 (+3 eff.) Apr +9 ----- def ----- Max.HP +45.00 Massive two-handed battleaxes. |
Velenn the Boltspiker (30-46 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Nature Power 30.5 - 45.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit.r2 +16 acid +16 nature While equipped: Stats +4 Wil +4 Mag dps ---------- Res.pen +12% acid +10% nature Phasing +20% Apr +9 ----- def ----- Resists +12% lightning ---------- misc Mana/turn +0.04 Massive two-handed mauls. |
balanced dwarven-steel longsword of erosion (23-32 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Nature/Master Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 nature While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +32% Sharp, long, and deadly. |
truestriking dwarven-steel longsword of evisceration (22-31 power, 4 apr)3.0 T3 longsword 1H weapon [Ego++] Master Power 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+2 eff.) Res.pen +7% physical Acc +7 (+2 eff.) Apr +8 Sharp, long, and deadly. |
Crooked Club (25-35 power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
balanced steel mace of persecution (14-20 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Disrupt/Master Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Against +8% Unnatural While equipped: Stats +3 Wil dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +23% Blunt and deadly. |
slime-covered steel mace of massacre (20-28 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Disrupt/Master Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 5% chance to slow global speed by 42% Blunt and deadly. |
gifted vined mindstar of life (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.0 - 5.5 Nature 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 +6 (+3 eff.) ----- def ----- Max.HP +11.00 HP.reg +0.70 ---------- 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. |
cruel ash magestaff of fate (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego] Arcane/Master 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: dps ---------- Spell.crit +11% Crit.mult +11.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% cold ----- def ----- Phys.save +5 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +5 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash magestaff of illumination (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego] Nature/Master 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: dps ---------- Spell.crit +7% Crit.mult +10.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% cold ----- def ----- Defense +6 (+3 eff.) ---------- misc Light +2 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 97.22 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. |
blurring rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +8 (+4 eff.) Resists +5% blight Stealth +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +0.70 Heal.mod +10% A belt that goes around your waist. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 31% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
miner's rough leather cap of strength (+3) (0 def, 3 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +2 A cap made of leather. |
stabilizing rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+4 eff.) A cap made of leather. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+7 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
duelist's hardened leather armour of command (21 def, 13 armour)9.0 T3 light armor [Ego++] Master/Psionic While equipped: Stats +8 Cun +5 Dex ----- def ----- Armour +13 Defense +21 (+10 eff.) Fatigue +8% Mind.save +13 (+7 eff.) A suit of armour made of leather. |
searing iron plate armour (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Ego+] Arcane While equipped: dps ---------- Melee+ 9 acid 8 fire Melee Ret 9 acid 9 fire ----- def ----- Armour +7 Fatigue +22% Resists +11% acid +11% fire A suit of armour made of metal plates. |
Yvarin the Glimmerworth (19/19, 32-46 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Rare] Nature Power 32.5 - 45.5 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 19 Proj.spd +200% Ranged+ +20 light On Hit.r1 +20 mind On Crit.r2 +20 mind On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 167 physical damage Arrows are used with bows to pierce your foes to death. |
9 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. |
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. |
5 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 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) 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. |
5 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. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 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. |
6 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. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
7 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. |
Yvidheba the elm wand of lightning storm [power 122] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Melee Ret 2 acid On Hit (Melee): * 20% chance to reduce armor by 30% ---------- misc Light +1 Create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (122 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of shielding 'Undeathstoker' [power 152] (13 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +3 Wil dps ---------- Mind.pwr +20 (+10 eff.) Melee Ret 2 nature On Hit (Melee): * 10% chance to slow global speed by 42% ---------- misc Psi/ret +0.04 Create a shield absorbing up to 152 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 13 cooldown 100% to reduce fatigue by 26% for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
8 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. |
15 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. |
12 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 Fynn the Cornac Reaver level 12
25th Dusk 122nd year of Ascendancy at 07:01 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Fynn the Cornac Reaver level 18
7th Haze 122nd year of Ascendancy at 21:07 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Fynn the Cornac Reaver level 20
23rd Haze 122nd year of Ascendancy at 17:55 see stats
Level 10 (Roguelike)
Got a character to level 10.By Fynn the Cornac Reaver level 10
10th Flare 122nd year of Ascendancy at 14:41 see stats
Level 20 (Roguelike)
Got a character to level 20.By Fynn the Cornac Reaver level 20
23rd Haze 122nd year of Ascendancy at 17:15 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Fynn the Cornac Reaver level 20
28th Haze 122nd year of Ascendancy at 16:45 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Fynn the Cornac Reaver level 9
1st Mirth 122nd year of Ascendancy at 21:50 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Fynn the Cornac Reaver level 9
3rd Mirth 122nd year of Ascendancy at 15:52 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By Fynn the Cornac Reaver level 15
77th Dusk 122nd year of Ascendancy at 11:28 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Fynn the Cornac Reaver level 20
28th Haze 122nd year of Ascendancy at 05:45 see stats
Log
Saving game...
Saving done.
Shasshhiy'Kaish casts Blood Lock.
Ran for 3 turns (stop reason: detrimental status effect).
Fynn shrugs off Shasshhiy'Kaish's 'Blood Lock'!
Shasshhiy'Kaish casts Burning Hex.
Fynn is hexed!
Shasshhiy'Kaish casts Rune: Acid Wave.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 39.
Shasshhiy'Kaish hits Fynn for 89 acid damage.
Fynn casts Drain.
Shasshhiy'Kaish shrugs off Fynn's 'Weakness Disease'!
Fynn hits Shasshhiy'Kaish for 53 blight damage.
Shasshhiy'Kaish casts Meteor Rain.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 41.
Shasshhiy'Kaish is on fire!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 44.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 41.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 44.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 41.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 44.
Shasshhiy'Kaish hits Carrion worm mass for 62 physical, 186 fire (248 total damage).
Shasshhiy'Kaish hits Carrion worm mass for 62 physical, 186 fire (248 total damage).
Shasshhiy'Kaish hits Fynn for 94 physical, 101 fire, 94 physical, 101 fire, 94 physical, 101 fire (584 total damage).
Fynn the level 21 cornac reaver was combusted to death by Shasshhiy'Kaish and used for her perverted desires on level 4 of Daikara.


































































































