











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 | Arcane Blade |
| Level / Exp | 31 / 85% |
| Size | medium |
| Lifes / Deaths | Killed by Glirialle the temporal stalker at level 31 on the 8th Gold 123rd year of Ascendancy at 02:05 / 1 |
Primary Stats
| Strength | 39 (base 13) |
| Dexterity | 29 (base 14) |
| Constitution | 44 (base 10) |
| Magic | 85 (base 60) |
| Willpower | 33 (base 10) |
| Cunning | 82 (base 58) |
Resources
| Life | -107/996 |
| Mana | 80/395 |
| Stamina | 182/290 |
| Healing Factor | 1.2455007465518 |
| Regeneration | 0.31137518663795 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -1.9317880628478E-12% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 53 |
| Accuracy | 71 |
| Crit Chance | 27% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 58 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Light | +10% |
| Lightning | +22% |
| Darkness | +6% |
| Physical | +12% |
| Cold | +21% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +40% |
| All | +30% |
Defense: Base
| Armour (hardiness) | 35 (35.65183292883%) |
| Defense | 58 |
| Ranged Defense | 58 |
| Fatigue | 7 |
| Physical Save | 57 |
| Spell Save | 48 |
| Mental Save | 51 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Lightning | + 39%( 70%) |
| Darkness | + 20%( 70%) |
| Cold | + 24%( 70%) |
| Blight | + 16%( 70%) |
| Physical | + 48%( 70%) |
| Fire | + 15%( 70%) |
| All | + 8%( 70%) |
Defense: Immunities
| Confusion Resistance | 94% |
| Instadeath Resistance | 100% |
| Blind Resistance | 60% |
Inscriptions (4/4)
| 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 362 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 112 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 Cunning 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. |
| 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 971% 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 Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 19. | 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 green worm. * You've found the needed minotaur nose. * You've found the needed vial of elder vampire blood. 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 wretchling eyeball. * You've found the needed red crystal shard. * You've found the needed vampire lord fang. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed length of troll intestine. * You've found the needed vial of greater demon bile. | 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 within7 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 | pair of dwarven-steel boots 'Bethamina' (0 def, 11 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Wil dps ---------- Crit.mult +20.00% Acc +15 (+4 eff.) ----- def ----- Armour +11 Fatigue +3% Die.at -20.00 life ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Sleetflash'2.0 T1 lite [Rare] Master While equipped: Stats +4 Con dps ---------- Phys.crit +2.0% Dmg.mod +9% acid +9% cold Res.pen +5% all Acc +15 (+4 eff.) Apr +6 ----- def ----- Phys.save +18 (+5 eff.) ---------- misc Light +5 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 | Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Mag +10 Wil +10 Con dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +60% Confus- +60% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| Tool | evasive elm totem of healing [power 122] (14/15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold ring 'Voidpain'0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% acid +6% darkness Acc +30 (+8 eff.) Apr +2 ----- def ----- Mind.save +7 (+3 eff.) Confus- +24% Rings make your fingers look great! |
| On fingers | steel ring 'Isawen'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Str +3 Wil +2 Cun +2 Con dps ---------- Dmg.mod +3% acid On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 ----- def ----- Spell.save +11 (+4 eff.) ---------- misc Max.stam +13.00 Rings make your fingers look great! |
| Around waist | Belidar the hardened leather belt1.0 T3 belt armor [Rare] Psionic While equipped: Stats +1 Con dps ---------- Crit.mult +15.00% Mind.pwr +4 (+2 eff.) Dmg.mod +12% physical Acc +20 (+5 eff.) ----- def ----- Defense +15 (+4 eff.) Phys.save +7 (+2 eff.) A belt that goes around your waist. |
| In main hand | ash magestaff of protection (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical 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 +6 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Resists +8% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Ce'Nirana the Skyedge (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Melee+ 7 lightning Dmg.mod +7% lightning +12% cold Acc +25 (+7 eff.) ----- def ----- Armour +2 Resists +16% lightning Die.at -80.00 life ---------- misc Max.stam +30.00 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. |
| Main armor | Duskveil of the Blightspawn (9 def, 6 armour)9.0 T3 light armor [Random Unique] Nature/Master While equipped: Stats +5 Dex +3 Con dps ---------- Mind.pwr +9 (+3 eff.) On Melee Ret: * 27% chance to reduce strength, dexterity, and constitution by 28 * 27% chance to reduce damage dealt by 22% ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +10% acid +23% physical +3% blight +8% fire +10% lightning +11% cold Phys.save +25 (+7 eff.) ---------- misc Infravis +1 A suit of armour made of leather. |
| Cloak | Ce'Niyann the Blindcrack (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +10% darkness On Hit (Melee): * 10 arcane resource burn * 20% chance to reduce damage dealt by 22% ----- def ----- Defense +1 (+1 eff.) Resists +6% blight +6% cold +3% darkness Max.HP +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
gold amulet 'Arewyn'0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +7 Str +7 Dex +7 Wil ----- def ----- Armour +10 Resists +12% cold +12% fire HP.reg +4.00 Blind- +20% Silence- +20% Amulets make your neck look great! |
Lisywyn the Darkpunish0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Mag +7 Wil dps ---------- Phys.pwr +25 (+8 eff.) Spell.pwr +12 (+3 eff.) Dmg.mod +9% darkness Acc +17 (+5 eff.) Apr +12 ----- def ----- Armour +4 Defense +17 (+5 eff.) Phys.save +15 (+4 eff.) HP.reg +8.00 Stun/Frz- +34% 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 125% 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! |
Poltergeist's Crystal Shard (113% power, 4 apr, physical element)5.0 T2 staff 2H weapon [Unique] Arcane Power 113% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Phys.crit +2.0% Spell.crit +6% Mind.crit +2% Spell.pwr +14 (+4 eff.) Dmg.mod +18% blight +18% arcane +4% all ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
plaguebringer's stralite steamsaw (135% power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Steam Pool [Ego+] Arcane/Steamtech Power 135% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +62 Melee+ +13 blight On Hit: 20% Epidemic 4 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 28 Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Disease- +16% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
stralite steamsaw of the stars (65% power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Steam Pool [Ego+] Arcane/Steamtech Power 143% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +76 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Cun +3 Mag dps ---------- Dmg.mod +14% light +13% darkness ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +12% light +14% darkness ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
hardened leather belt 'Blackmortal'1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Res.pen +15% darkness +10% temporal ----- def ----- Resists +30% fire +20% darkness +6% temporal Spell.save +8 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Belidir the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +6 Dex +2 Cun +11 Lck dps ---------- Dmg.mod +9% blight Res.pen +25% mind ----- def ----- Armour +3 Stealth +10 HP.reg +13.00 Heal.mod +32% Def/telep +15 Res/telep +15% Dur/telep +15% A pair of boots made of leather. |
pair of hardened leather boots of evasion (2 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: ----- def ----- Armour +3 Defense +2 (+1 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 15 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Mayurianne the Cloudvalor (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Cun +8 Dex dps ---------- Spell.crit +4% Spell.pwr +8 (+2 eff.) Melee+ 8 mind Dmg.mod +7% mind +15% lightning Res.pen +10% lightning Acc +16 (+4 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +7% mind +3% lightning ---------- misc Mana/turn +0.25 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. |
enlightening dwarven-steel mail armour of implacability (3 def, 15 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +15 Defense +3 (+1 eff.) Fatigue +6% Phys.save +8 (+2 eff.) Mind.save +15 (+5 eff.) A suit of armour made of mail. |
steel mail armour 'Gluta' (17 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 10 acid 8 fire Melee Ret 9 acid 9 fire ----- def ----- Armour +6 Defense +17 (+5 eff.) Fatigue +12% Resists +25% acid +11% fire +6% temporal +6% physical Phys.save +11 (+3 eff.) Die.at -20.00 life ---------- misc Stam/turn +1.00 A suit of armour made of mail. |
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 (+4 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. |
13 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. |
234 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. |
9 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 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. |
6 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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Lelasatar the iron pickaxe (dig speed 29 turns) =Def=3.0 T1 digger tool [Rare] Master While equipped: Stats +5 Cun +1 Str dps ---------- Phys.crit +1.0% Crit.mult +5.00% ----- def ----- Defense +5 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
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. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
alchemist's lamp 'Hanyblek'1.0 T3 lite [Rare] Arcane While equipped: Stats +2 Str dps ---------- Phys.crit +1.0% Mind.crit +6% Spell.pwr +25 (+6 eff.) Melee Ret 20 fire ----- def ----- Resists +2% physical +7% fire ---------- misc Max.stam +20.00 Max.psi +40.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Miniature R2D2 Miniature R2D21.0 T3 mechanical misc [Plot Item] Unknown While carried: Stats +5 Cun +5 Wil Fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning). Uses 50 power out of 100/100 Activation is instant. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
4 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. |
Bizzare Contraption =Fav=2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+5 eff.) 10% chance when hit to absorb the whole blow. This effect has a 30 turn cooldown. This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
9 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 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. |
11 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. |
14 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. |
6 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
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Quasar the Dwarf Arcane Blade level 23
37th Dearth 122nd year of Ascendancy at 19:13 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Quasar the Dwarf Arcane Blade level 15
8th Wealth 122nd year of Ascendancy at 18:57 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Quasar the Dwarf Arcane Blade level 30
40th Steel 123rd year of Ascendancy at 01:59 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Quasar the Dwarf Arcane Blade level 21
26th Dearth 122nd year of Ascendancy at 09:42 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Quasar the Dwarf Arcane Blade level 30
41st Steel 123rd year of Ascendancy at 13:42 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 Quasar the Dwarf Arcane Blade level 28
23rd Iron 123rd year of Ascendancy at 04:15 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Quasar the Dwarf Arcane Blade level 10
7th Profit 122nd year of Ascendancy at 06:40 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Quasar the Dwarf Arcane Blade level 20
15th Dearth 122nd year of Ascendancy at 06:40 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Quasar the Dwarf Arcane Blade level 30
39th Steel 123rd year of Ascendancy at 10:27 see stats
May the 4th be with you!
.By Quasar the Dwarf Arcane Blade level 16
29th Wealth 122nd year of Ascendancy at 10:40 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Quasar the Dwarf Arcane Blade level 19
13rd Dearth 122nd year of Ascendancy at 12:06 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Quasar the Dwarf Arcane Blade level 28
4th Steel 123rd year of Ascendancy at 12:40 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Quasar the Dwarf Arcane Blade level 19
14th Dearth 122nd year of Ascendancy at 05:12 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Quasar the Dwarf Arcane Blade level 6
19th Voratun 122nd year of Ascendancy at 17:00 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Quasar the Dwarf Arcane Blade level 11
18th Profit 122nd year of Ascendancy at 12:49 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 Quasar the Dwarf Arcane Blade level 24
13rd Loss 122nd year of Ascendancy at 21:13 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Quasar the Dwarf Arcane Blade level 17
4th Dearth 122nd year of Ascendancy at 10:50 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Quasar the Dwarf Arcane Blade level 24
13rd Loss 122nd year of Ascendancy at 06:00 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Quasar the Dwarf Arcane Blade level 27
22nd Iron 123rd year of Ascendancy at 05:12 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Quasar the Dwarf Arcane Blade level 21
25th Dearth 122nd year of Ascendancy at 21:32 see stats
Log
Quasar is crippled.
Quasar's spell attains critical power!
Glirialle the temporal stalker spins fate.
Glirialle the temporal stalker weaves fate.
Glirialle the temporal stalker's spell attains critical power!
Glirialle the temporal stalker hits Quasar for 15 physical, 36 darkness, 71 physical, 5 darkness, 30 darkness (157 total damage).
Phantasmal Shield hits Quasar for 200 light damage.
Thunderstorm hits Glirialle the temporal stalker for 10 lightning damage.
Glirialle the temporal stalker casts Illuminate.
Quasar resists the blinding light!
Glirialle the temporal stalker hits Quasar for 75 light damage.
Talent Dig is ready to use.
Talent Lightning is ready to use.
Talent Fearless Cleave is ready to use.
Talent Pulverizing Auger is ready to use.
Talent Arcane Strike is ready to use.
Thunderstorm hits Glirialle the temporal stalker for 5 lightning damage.
Glirialle the temporal stalker casts Shadow Veil.
Glirialle the temporal stalker performs a melee critical strike against Quasar!
Glirialle the temporal stalker is covered in a veil of shadows!
Glirialle the temporal stalker hits Quasar for 108 darkness, 6 darkness, 36 darkness, 89 darkness, 38 darkness (277 total damage).
Quasar's spell attains critical power!
Thunderstorm hits Glirialle the temporal stalker for 9 lightning damage.
Something performs a melee critical strike against Quasar!
Something performs a melee critical strike against Quasar!
Something hits Quasar for 260 darkness damage.
Quasar the level 31 dwarf arcane blade was shadowed to death by Glirialle the temporal stalker on level 3 of Temporal Rift.
The furious lightning storm around Quasar calms down and disappears.













































































































