











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| 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 1.7.6Donators/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 | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Writhing One |
| Level / Exp | 30 / 58% |
| Size | medium |
| Lifes / Deaths | Killed by Isiyaba the temporal stalker at level 30 on the 42nd Steel 123rd year of Ascendancy at 04:52 / 1 |
Primary Stats
| Strength | 46 (base 32) |
| Dexterity | 9 (base 11) |
| Constitution | 25 (base 13) |
| Magic | 104 (base 60) |
| Willpower | 22 (base 10) |
| Cunning | 50 (base 36) |
Resources
| Life | -22/1144 |
| Mana | 411/431 |
| Insanity | 27/100 |
| Healing Factor | 1.2345178243369 |
| Regeneration | 12.653807699453 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 37.637072247758 |
| See Invisible | 40.637072247758 |
Offense: Mainhand
| Damage | 127 |
| Accuracy | 59 |
| Crit Chance | 16% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 62 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +11% |
| Light | +14% |
| Blight | +12% |
| Nature | +11% |
| Darkness | +27% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +5% |
| Darkness | +15% |
Defense: Base
| Armour (hardiness) | 32 (30%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 0 |
| Physical Save | 50 |
| Spell Save | 55 |
| Mental Save | 55 |
Defense: Resistances
| Lightning | + 50%( 70%) |
| Acid | + 20%( 70%) |
| Nature | + 24%( 70%) |
| Cold | + 21%( 70%) |
| Mind | + 6%( 70%) |
| Physical | + 4%( 70%) |
| Fire | + 29%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Pinning Resistance | 49% |
| Disarm Resistance | 86% |
| Confusion Resistance | 37% |
| Silence Resistance | 20% |
| Stun Resistance | 99% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 512% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical effect and reduce all damage taken by 21% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 249 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Demented / Horrific body | 1.30 |
| 2/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
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 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. * 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. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 122. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed length of troll intestine. * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. 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.' * You've found the needed giant spider spinneret. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed ice wyrm tooth. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 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 | Zubytha the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +1% physical Mind.save +3 (+1 eff.) Max.HP +20.00 HP.reg +2.00 Heal.mod +11% Disarm- +10% Teleport- +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 | Ivymiwen2.0 T1 lite [Rare] Nature While equipped: Stats +1 Mag ----- def ----- Resists +3% mind +3% fire Max.HP +42.00 Stun/Frz- +20% ---------- 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 | linen wizard hat 'Voidbreacher' (6 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature Res.pen +5% darkness Acc +15 (+4 eff.) Apr +1 On Hit (Melee): * 10% chance to reduce damage dealt by 16% ----- def ----- Defense +6 (+3 eff.) Resists +16% nature Die.at -20.00 life ---------- misc Stam/turn +3.00 A pointy cloth hat, very wizardly... |
| Tool | ash wand of lightning storm 'Gunytar' [power 182] (8/15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +5% arcane ----- def ----- Armour +12 Phys.save +6 (+2 eff.) Max.HP +80.00 HP.reg +4.00 Stun/Frz- +20% Knockbk- +20% Def/telep +5 Res/telep +5% Dur/telep +5% Create a radius 3 storm for 5 turns. Each turn, creatures within take 40 lightning damage and will be dazed for 1 turn (202 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +2 Str +4 Mag +6 Cun dps ---------- Melee+ 16 light Ranged+ 17 light Dmg.mod +14% light ----- def ----- Resists +14% acid +18% fire +15% lightning +12% cold Max.HP +25.00 HP.reg +4.00 Disarm- +27% Pinning- +23% Knockbk- +27% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Unlightsear the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Wil dps ---------- Crit.mult +10.00% Dmg.mod +11% lightning Res.pen +10% darkness ----- def ----- Resists +22% lightning Mind.save +6 (+2 eff.) Max.HP +28.00 Disarm- +23% Confus- +27% Pinning- +26% Knockbk- +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 | Blizzardreek the ash vilestaff (111% power, 3 apr, darkness element)5.0 T2 staff 1H weapon [Rare] Master Power 111% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Str +2 Mag +4 Con dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness ----- def ----- Resists +6% cold ---------- misc See.Invis +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | iron gauntlets 'Betyrena' (20 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Acc +25 (+6 eff.) ----- def ----- Armour +1 Defense +20 (+10 eff.) Fatigue +1% Resists +3% acid Phys.save +12 (+4 eff.) Mind.save +6 (+2 eff.) Silence- +20% Disarm- +26% 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 | 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. |
| Cloak | Mardofang the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +9 Mag +6 Wil +5 Con ----- def ----- Defense +2 (+1 eff.) Spell.save +12 (+4 eff.) ---------- misc Max.mana +97.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Hurylatharab the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Resists +11% lightning +6% fire +6% nature Stun/Frz- +20% Amulets make your neck look great! |
Inventory
steel amulet 'Berelin'0.1 T2 amulet jewelry [Rare] Master While equipped: ----- def ----- Resists +24% cold Max.HP +100.00 HP.reg +4.00 Silence- +20% ---------- misc Masteries +0.16 Demented/Controlled horrors Amulets make your neck look great! |
Brenorehor the Tideweeper (123% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Rare] Master Power 123% Range: 1.3x Uses 50% Str, 50% Mag, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +8 mind On Crit.r2 +8 mind While equipped: dps ---------- Crit.mult +15.00% Mind.pwr +25 (+13 eff.) Dmg.mod +6% cold Res.pen +10% temporal Acc +10 (+2 eff.) ----- def ----- Defense +11 (+6 eff.) Disarm- +32% ---------- misc Psi/ret +0.24 Max.hate +8.00 Sharp, short and deadly. |
iron longsword (107% power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 107% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
Ulfynarichak the Phoenixsorrow (118% power, 4 apr)3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Psionic Power 119% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +13 mind +4 fire On Hit: * 16% chance to reduce all saves and defense by 19 On Crit: * Splash the target with acid dealing 172 damage over 5 turns and reducing armor and accuracy by 22 While equipped: Stats +4 Mag +8 Wil +3 Cun dps ---------- Spell.pwr +7 (+2 eff.) ----- def ----- Crit.chn- 5.00% Die.at -20.00 life Cut- +10% Stun/Frz- +20% One-handed war axes. |
nightruned rough leather belt1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Resists +5% light +6% darkness A belt that goes around your waist. |
rough leather belt 'Voruledalle'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Mind.crit +2% ----- def ----- Resists +9% acid +12% cold +3% nature Max.HP +34.00 ---------- misc Max.hate +4.00 A belt that goes around your waist. |
Zaniyarain the elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +8 Str +7 Mag +7 Wil +3 Cun dps ---------- Crit.mult +14.00% Phys.pwr +15 (+3 eff.) Dmg.mod +20% lightning +42% cold +18% physical Res.pen +5% physical ----- def ----- Resists +14% lightning +50% cold +9% blight +15% all Crit.chn- 5.00% ---------- misc Hate/m.crit +3.00 Psi/m.crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Chargestreaker' (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +11% acid +13% nature +3% lightning ----- def ----- Resists +16% acid +7% blight +9% lightning +19% nature +9% all Max.HP +40.00 HP.reg +1.90 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's pair of rough leather boots (0 def, 2 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +2 ---------- misc Infravis +1 A pair of boots made of leather. |
brawler's dwarven-steel gauntlets of strength (+7) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +7 Str +3 Dex +3 Cun dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+3 eff.) ---------- misc Cooldown Double Strike -1 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. |
umbral dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Melee+ 8 darkness Dmg.mod +4% darkness Acc +11 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +5% darkness 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. |
Sunspawn (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee Ret 4 fire On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +6% temporal +12% fire +3% nature +5% arcane A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+3 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 70.43 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
126 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. |
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. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
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. |
Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 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 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. |
powerful steel torque of clear mind [power 2] (8/25 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 by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of healing 'Bovon' [power 194] (8/15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: ----- def ----- Resists +6% light Crit.chn- 15.00% Heal.mod +20% Teleport- +20% Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
elm wand of lightning storm [power 122] (8/15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 27 lightning damage and will be dazed for 1 turn (135 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. |
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. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Little Black guy the Dwarf Writhing One level 17
17th Wealth 122nd year of Ascendancy at 06:41 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Little Black guy the Dwarf Writhing One level 20
9th Loss 122nd year of Ascendancy at 00:36 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Little Black guy the Dwarf Writhing One level 26
11st Iron 123rd year of Ascendancy at 22:37 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Little Black guy the Dwarf Writhing One level 28
27th Steel 123rd year of Ascendancy at 22:17 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Little Black guy the Dwarf Writhing One level 10
27th Voratun 122nd year of Ascendancy at 04:10 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Little Black guy the Dwarf Writhing One level 20
8th Loss 122nd year of Ascendancy at 06:10 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Little Black guy the Dwarf Writhing One level 30
40th Steel 123rd year of Ascendancy at 09:30 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Little Black guy the Dwarf Writhing One level 19
20th Dearth 122nd year of Ascendancy at 05:46 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Little Black guy the Dwarf Writhing One level 29
37th Steel 123rd year of Ascendancy at 19:49 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Little Black guy the Dwarf Writhing One level 19
8th Loss 122nd year of Ascendancy at 03:01 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Little Black guy the Dwarf Writhing One level 9
20th Voratun 122nd year of Ascendancy at 13:20 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Little Black guy the Dwarf Writhing One level 24
20th Shortage 122nd year of Ascendancy at 07:16 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Little Black guy the Dwarf Writhing One level 16
30th Profit 122nd year of Ascendancy at 05:35 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Little Black guy the Dwarf Writhing One level 24
20th Shortage 122nd year of Ascendancy at 03:18 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Little Black guy the Dwarf Writhing One level 28
27th Steel 123rd year of Ascendancy at 22:30 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Little Black guy the Dwarf Writhing One level 17
29th Wealth 122nd year of Ascendancy at 15:25 see stats
Log
Isiyaba the temporal stalker hits Little Black guy for 51 fire damage.
Little Black guy casts Pustulent Fulmination.
Little Black guy's spell attains critical power!
Little Black guy hits Isiyaba the temporal stalker for 205 darkness damage.
Little Black guy receives 144 healing.
Little Black guy uses Infusion: Movement.
Little Black guy is moving at extreme speed!
Lava floor burns Little Black guy!
Isiyaba the temporal stalker hits Little Black guy for 64 fire damage.
Isiyaba the temporal stalker is covered in black blood!
Little Black guy's defiled blood area effect hits Isiyaba the temporal stalker for 17 darkness, 13 light (31 total damage).
Lava floor burns Little Black guy!
Isiyaba the temporal stalker hits Little Black guy for 10 healing, 64 fire (64 total damage) [10 healing].
Lava floor burns Little Black guy!
Little Black guy struggles against the paranoia.
Something hits Little Black guy for 10 healing, 64 fire (64 total damage) [10 healing].
Little Black guy is no longer paranoid
Burning from Isiyaba the temporal stalker hits Little Black guy for 3 healing, 18 fire (18 total damage) [3 healing].
Lava floor burns Little Black guy!
Isiyaba the temporal stalker hits Little Black guy for 11 healing, 75 fire (75 total damage) [11 healing].
Little Black guy casts Carrion Feet.
Little Black guy slows down.
Talent Lash Out is ready to use.
Burning from Isiyaba the temporal stalker hits Little Black guy for 3 healing, 22 fire (22 total damage) [3 healing].
Little Black guy the level 30 dwarf writhing one was slowly cooked to death by Isiyaba the temporal stalker on level 1 of Fearscape.
You are brought back from the Fearscape!




























































































