










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! Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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 | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Writhing One |
| Level / Exp | 24 / 10% |
| Size | medium |
| Lifes / Deaths | Killed by dreaming horror at level 24 on the 78th Dusk 122nd year of Ascendancy at 18:33 / 1 |
Primary Stats
| Strength | 43 (base 13) |
| Dexterity | 62 (base 42) |
| Constitution | 37 (base 13) |
| Magic | 63 (base 53) |
| Willpower | 18 (base 10) |
| Cunning | 19 (base 10) |
Resources
| Life | -94/949 |
| Mana | 338/338 |
| Insanity | 43/100 |
| Healing Factor | 1.4241015905906 |
| Regeneration | 18.869346075325 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.093867610317% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 33.957448516131 |
| See Invisible | 33.957448516131 |
Offense: Mainhand
| Damage | 58 |
| Accuracy | 48 |
| Crit Chance | 13% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Darkness | +7% |
| Blight | +16% |
| Arcane | +3% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Blight | +10% |
| Arcane | +25% |
| Cold | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 65.521305378697 (78.607947236566%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 13 |
| Physical Save | 34 |
| Spell Save | 24 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Blight | + 31%( 70%) |
| Physical | + 5%( 70%) |
| Cold | + 11%( 70%) |
| All | + 3%( 70%) |
| Lightning | + 12%( 70%) |
| Light | + 12%( 70%) |
| Temporal | + 9%( 70%) |
| Mind | + 12%( 70%) |
| Darkness | + 10%( 70%) |
| Fire | + 13%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
| Bleed Resistance | 100% |
| Knockback Resistance | 40% |
| Fear Resistance | 100% |
| Stun Resistance | 30% |
| Poison Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 463 damage for 3 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 73 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 1/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Demented / Tentacles | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You failed to protect the lost defiler from death by shivgoroth. Escort: lost defiler (level 2 of Norgos Lair) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by Poramina the bee swarm. Escort: lost warrior (level 4 of Old Forest) | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. * 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. | 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: * You've found the needed vial of squid ink. * You've found the needed honey tree root. * You've found the needed vial of wight ectoplasm. Marus of Elvala needs your help making an elixir of mysticism. 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.' * You've found the needed chunk of ghoul flesh. * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * '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.' * You've found the needed length of troll intestine. | 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 within4 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | Galenail the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +6% fire ----- def ----- Armour +4 Fatigue +3% Resists +6% light +12% blight +10% fire +3% nature +8% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Adudawen the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: Stats +1 Str +3 Wil +2 Cun dps ---------- Phys.crit +1.0% ----- def ----- Armour +4 Resists +2% physical Max.HP +54.00 ---------- misc Light +4 Infravis +2 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| Tool | iron torque of psionic shield [power 23] (13/25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper agate ring0.1 T1 ring jewelry [Ego+] Nature While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con ----- def ----- Max.HP +46.00 HP.reg +5.00 Heal.mod +12% Rings make your fingers look great! |
| On fingers | copper agate ring0.1 T1 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Str +1 Dex +1 Mag +1 Wil +1 Cun +11 Con dps ---------- Phys.pwr +12 (+4 eff.) Dmg.mod +11% blight ----- def ----- Resists +11% blight +3% light +9% lightning Blind- +10% Disarm- +20% Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Blood-Letter (33-46 power, 4.5 apr)3.0 T3 waraxe 1H weapon [Unique] Nature/Master Power 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
| On hands | dwarven-steel gauntlets 'Beludir' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: dps ---------- Melee+ 7 blight 7 darkness Dmg.mod +5% blight +7% darkness Res.pen +25% arcane Melee Ret 2 mind ----- def ----- Armour +2 Fatigue +3% Resists +6% blight +7% darkness HP.reg +6.00 ---------- misc Stam/turn +1.00 Max.mana +60.00 Max.stam +13.00 Max.psi +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Zubura (8 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +5 Cun +3 Con dps ---------- Dmg.mod +3% arcane Res.pen +10% blight ----- def ----- Armour +11 Defense +8 (+3 eff.) Fatigue +12% Resists +18% acid +6% temporal Mind.save +12 (+6 eff.) Max.HP +25.00 HP.reg +2.00 Heal.mod +10% ---------- misc Vim/s.crit +1.00 A suit of armour made of mail. |
| Cloak | cashmere cloak 'Rhokalthoneg' (17 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +5 Str +4 Dex +6 Con dps ---------- Phys.crit +2.0% ----- def ----- Defense +17 (+6 eff.) Resists +9% mind Phys.save +8 (+4 eff.) Max.HP +74.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| 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... |
Inventory
Prismatic Rune (6 turns; lightning, physical, light, blight, temporal)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 2 physical, 5 light, 3 blight, 3 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 9.48 cold and 9.48 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
copper agate ring0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +1 Str +1 Dex +3 Mag +1 Wil +1 Cun +1 Con dps ---------- Melee+ 14 light Ranged+ 12 light Dmg.mod +11% light Rings make your fingers look great! |
copper agate ring0.1 T1 ring jewelry [Ego+] Psionic While equipped: Stats +1 Str +1 Dex +1 Mag +6 Wil +6 Cun +1 Con dps ---------- Mind.pwr +6 (+3 eff.) Rings make your fingers look great! |
copper agate ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) Dmg.mod +5% all Rings make your fingers look great! |
copper agate ring0.1 T1 ring jewelry [Ego+] Nature While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con ----- def ----- Resists +6% nature +6% blight Poison- +11% Disease- +11% Rings make your fingers look great! |
copper agate ring0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +1 Str +1 Dex +3 Mag +1 Wil +1 Cun +1 Con dps ---------- Melee+ 12 light Ranged+ 13 light Dmg.mod +11% light Rings make your fingers look great! |
copper agate ring0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +1 Str +1 Dex +2 Mag +1 Wil +1 Cun +1 Con dps ---------- Melee+ 13 light Ranged+ 10 light Dmg.mod +10% light Rings make your fingers look great! |
copper agate ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +1 Str +6 Dex +1 Mag +1 Wil +6 Cun +1 Con dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
rogue's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Mind.save +7 (+3 eff.) Confus- +24% Rings make your fingers look great! |
rogue's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+3 eff.) Blind- +20% ---------- misc Infravis +3 See.Stealth +5 See.Invis +6 Rings make your fingers look great! |
sneakthief's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +6 Dex dps ---------- Acc +5 (+2 eff.) Rings make your fingers look great! |
solipsist's gold ring0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring 'Runylen'0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.pwr +20 (+7 eff.) Dmg.mod +12% darkness Acc +6 (+2 eff.) ----- def ----- Armour +2 Resists +24% darkness +3% blight Max.HP +20.00 Disarm- +25% Pinning- +26% Knockbk- +22% Rings make your fingers look great! |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
acidic dwarven-steel longsword (25-35 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 130 damage over 5 turns and reducing armor and accuracy by 17 Sharp, long, and deadly. |
ash magestaff of channeling (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego+] Arcane 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 +2% Spell.pwr +14 (+5 eff.) Dmg.mod +15% cold ---------- misc Mana/turn +0.10 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
Frostwreck (18-24 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit.r2 +4 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 78 damage While equipped: dps ---------- Dmg.mod +3% cold Acc +8 (+3 eff.) ----- def ----- Defense +7 (+2 eff.) Resists +12% cold Disarm- +24% One-handed war axes. |
elemental dwarven-steel waraxe of vileness (18-24 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Arcane Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 blight On Hit: * 8% chance to reduce strength, dexterity, and constitution by 23 * Create an explosion dealing 78 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +8% cold Res.pen +11% cold One-handed war axes. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
linen cloak 'Emovea' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Spell.pwr +20 (+7 eff.) S.pwr/crit +4 Dmg.mod +6% arcane Res.pen +15% blight Phasing +10% ----- def ----- Defense +1 (+0 eff.) Max.HP +33.00 ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots 'Xanobeth' (15 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Mag +3 Wil +3 Cun ----- def ----- Armour +3 Defense +15 (+5 eff.) Fatigue +2% Resists +3% temporal Phys.save +12 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +12 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+3 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Mindhook: Level 4.0 Pwr.cost 16 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Khelurach the Naturesun (0 def, 7 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Wil dps ---------- Melee+ 5 physical Dmg.mod +12% mind +4% physical On Hit (Melee): * 10% chance to slow global speed by 41% ----- def ----- Armour +7 Fatigue +1% Mind.save +6 (+3 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. |
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 (+6 eff.) Spell.save +12 (+6 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. |
rejuvenating steel mail armour of acid resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +17% acid HP.reg +2.40 ---------- misc Stam/turn +0.80 A suit of armour made of mail. |
dwarven-steel plate armour 'Wildstrike' (0 def, 18 armour)17.0 T3 massive armor Reqs Massive armour training [Random Unique] Master/Psionic While equipped: dps ---------- Dmg.mod +3% acid +9% nature Res.pen +15% nature ----- def ----- Armour +18 Fatigue +16% Resists +9% acid +7% physical +6% mind Phys.save +19 (+8 eff.) Mind.save +12 (+6 eff.) A suit of armour made of metal plates. |
dwarven-steel shield of the stars (0 def, 6 armour, 82 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +13% light +15% darkness ----- def ----- Armour +6 Fatigue +8% Resists +12% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
71 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. |
13 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
22 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapper's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +1 Cun dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 40 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
11 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
bright alchemist's lamp of the moons1.0 T3 lite [Ego+] Arcane/Master While equipped: dps ---------- Dmg.mod +7% darkness ----- def ----- Resists +9% light Affinity +5% darkness ---------- misc Light +7 Infravis +3 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 139.00 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
9 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 When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
evasive yew totem of summon tentacle [power 210] (13/25 cooldown)2.0 T3 totem charm [Ego+] Nature 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: 466 Base Damage: 213 Armor: 14 All Resist: 2 Puts all charms on 25 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. |
overpowered yew totem of healing [power 368] (13/22 cooldown)2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 368 Puts all charms on 22 cooldown Natural totems are made by powerful wilders to store nature power. |
12 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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 When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Mef the Skeleton Writhing One level 22
75th Dusk 122nd year of Ascendancy at 14:17 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Mef the Skeleton Writhing One level 20
35th Dusk 122nd year of Ascendancy at 04:59 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Mef the Skeleton Writhing One level 21
74th Dusk 122nd year of Ascendancy at 02:47 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Mef the Skeleton Writhing One level 10
1st Summertide 122nd year of Ascendancy at 21:50 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Mef the Skeleton Writhing One level 20
25th Dusk 122nd year of Ascendancy at 01:37 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Mef the Skeleton Writhing One level 21
60th Dusk 122nd year of Ascendancy at 04:44 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Mef the Skeleton Writhing One level 6
4th Mirth 122nd year of Ascendancy at 22:44 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Mef the Skeleton Writhing One level 11
4th Flare 122nd year of Ascendancy at 10:56 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Mef the Skeleton Writhing One level 20
26th Dusk 122nd year of Ascendancy at 07:03 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Mef the Skeleton Writhing One level 16
8th Dusk 122nd year of Ascendancy at 01:18 see stats
Log
Mef casts Carrion Feet.
Dreaming horror converts some damage to Psi!
Dreaming horror mentally dismisses some damage!
Dreaming horror receives 6 healing (9 psi heal).
Weakness Disease from Worm that walks (servant of Mef) hits Dreaming horror for (3 dismissed), (1 resonance), 1 to psi, 1 blight (1 total damage).
Restless Night from Dreaming horror hits Mef for 24 mind damage.
Ravage from Dreaming horror hits Mef for 65 physical damage.
Carrion worm mass has been put to sleep.
Mef has been put to sleep.
Carrion worm mass is suffering from insomnia.
Dream seed converts some damage to Psi!
Carrion worm mass's wormblight area effect hits Dream seed for 13 to psi, 18 blight (31 total damage).
Dreaming horror's maelstrom pulls Carrion worm mass in!
Dreaming horror's maelstrom hits Carrion worm mass for 41 physical damage.
You are asleep and unable to move!
You are asleep and unable to move!
Talent Tendrils Eruption is ready to use.
Talent Foul Convergence is ready to use.
Talent Dig is ready to use.
Talent Extract Gems is ready to use.
Carrion worm mass is no longer suffering from insomnia.
Restless Night from Dreaming horror hits Mef for 24 mind damage.
Ravage from Dreaming horror hits Mef for 65 physical damage.
Dreaming horror's Distortion Bolt hits Mef for 246 physical damage.
Dreaming horror's Distortion Bolt hits Carrion worm mass for 246 physical damage.
Dreaming horror's Distortion Bolt hits Carrion worm mass for 208 physical damage.
Mef the level 24 skeleton writhing one was swiped to death by a dreaming horror on level 3 of Lake of Nur.
Mef is no longer sleeping.



































































































