










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 | Ogre |
| Class | Writhing One |
| Level / Exp | 23 / 65% |
| Size | big |
| Lifes / Deaths | Killed by Silenn the luminous horror at level 23 on the 39th Regrowth 123rd year of Ascendancy at 01:17 / 1 |
Primary Stats
| Strength | 26 (base 23) |
| Dexterity | 15 (base 10) |
| Constitution | 16 (base 13) |
| Magic | 62 (base 51) |
| Willpower | 15 (base 10) |
| Cunning | 50 (base 31) |
Resources
| Life | -9/751 |
| Insanity | 10/100 |
| Healing Factor | 1.0545771506545 |
| Regeneration | 3.4273757396271 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +21.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 42.637072247758 |
| See Invisible | 53.637072247758 |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 51 |
| Crit Chance | 15% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 54 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +19% |
| Nature | +11% |
| Blight | +19% |
| Fire | +11% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +15% |
| Mind | +10% |
| Darkness | +15% |
Defense: Base
| Armour (hardiness) | 15 (30%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 33 |
| Mental Save | 24 |
Defense: Resistances
| Mind | + 19%( 70%) |
| Acid | + 16%( 70%) |
| Nature | + 33%( 70%) |
| Cold | + 64%( 70%) |
| Blight | + 22%( 70%) |
| Physical | + 14%( 70%) |
| Fire | + 31%( 70%) |
| All | + 11%( 70%) |
Defense: Immunities
| Stun Resistance | 40% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
| Silence Resistance | 29% |
| Poison Resistance | 20% |
| Blind Resistance | 20% |
Inscriptions (3/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 319 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 643% 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 Magic stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 2/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | 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 repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the temporal explorer from death by Mayonor the rattlesnake. Escort: temporal explorer (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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed xorn fragment. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed length of troll intestine. * '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.' | 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 within8 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 | Delyroddahor (0 def, 9 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +9 Fatigue -3% Resists +3% acid +9% cold Phys.save +12 (+6 eff.) Max.HP +40.00 ---------- misc Max.enc +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Neryvea the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 18 ----- def ----- Resists +3% acid +12% cold Crit.chn- 5.00% Stun/Frz- +20% ---------- misc Light +6 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 | Woeedge the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Res.pen +15% lightning +5% darkness +10% mind On Hit (Melee): * 10% chance to reduce damage dealt by 15% * 20% chance to reduce all saves and defense by 18 ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
| Tool | ash totem of healing 'Blazequick' [power 206] (13 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 18 ----- def ----- Resists +12% fire +9% mind +6% cold Heal yourself and all friendly characters within 10 spaces for 206 Puts all charms on 13 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring 'Ce'Natta'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Cun +1 Dex dps ---------- Dmg.mod +11% nature On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +22% nature ---------- misc See.Invis +3 Rings make your fingers look great! |
| On fingers | copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +20% ---------- misc Infravis +4 See.Stealth +5 See.Invis +6 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 | infernal ash vilestaff of channeling (111% power, 3 apr, darkness 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% Crit.mult +19.00% Spell.pwr +19 (+6 eff.) Melee+ 18 fire Dmg.mod +15% darkness ---------- misc Mana/turn +0.13 See.Invis +7 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 25 cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 38.31 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Main armor | cashmere robe 'Sleetzephyr' (0 def, 0 armour)2.0 T3 cloth armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +8 (+3 eff.) S.pwr/crit +4 Dmg.mod +15% blight Res.pen +10% darkness ----- def ----- Resists +9% blight +24% cold +11% all Silence- +29% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak of the hunter (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature While equipped: dps ---------- Acc +16 (+5 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -5% Max.HP +40.00 ---------- misc Max.stam +12.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Eleniblek0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +5 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Defense +15 (+7 eff.) Fatigue -7% Resists +3% blight +3% physical +3% nature +9% cold HP.reg +3.00 Poison- +20% ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
Inventory
regeneration infusion (heal 86; 13 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 86 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 504; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 504 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; magical, physical; dur 3; cd 16)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Falarand the steel amulet0.1 T2 amulet jewelry [Rare] Arcane While equipped: dps ---------- Crit.mult +13.00% Spell.pwr +7 (+2 eff.) Dmg.mod +18% acid +9% temporal +7% blight +7% fire +9% arcane Res.pen +15% acid +5% temporal ----- def ----- Resists +6% temporal Amulets make your neck look great! |
Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
steel greatmaul 'Cloudscar' (137% power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Psionic Power 137% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit.r2 +12 lightning On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +5% lightning Melee Ret 4 lightning ----- def ----- Resists +9% temporal Spell.save +12 (+6 eff.) Massive two-handed mauls. |
Layatira the Filthmistress (111% power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Nature Power 111% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +7.0% Atk.spd 100% Melee+ +9 nature While equipped: Stats +4 Str dps ---------- Mind.pwr +10 (+5 eff.) Res.pen +10% nature ----- def ----- Resists +12% nature Mind.save +6 (+3 eff.) Sharp, long, and deadly. |
iron longsword of daylight (104% power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane Power 105% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 light Against +6% Undead Sharp, long, and deadly. |
Muckwreath (115% power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Nature Power 115% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 nature +9 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 92 damage While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% nature Melee Ret 4 nature ---------- misc Max.mana +40.00 Blunt and deadly. |
Eye of Winter (94% power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature Nature requires balance in these matters. Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Cold Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
Tempestravager (111% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Rare] 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.) S.pwr/crit +4 Dmg.mod +15% darkness +9% blight Res.pen +15% blight ----- def ----- Resists +12% lightning ---------- misc Mana/s.crit +2.00 Max.vim +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff of power (111% power, 3 apr, arcane 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 +14 (+5 eff.) Dmg.mod +15% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff 'Prismwither' (111% power, 3 apr, temporal element)5.0 T2 staff 2H weapon [Rare] Nature 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: Stats +6 Mag +4 Con dps ---------- Spell.crit +2% Spell.pwr +11 (+4 eff.) Dmg.mod +9% light +15% temporal Res.pen +5% blight +15% arcane ----- def ----- HP.reg +0.70 Heal.mod +18% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash magestaff of power (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 +11 (+4 eff.) Dmg.mod +15% lightning ---------- misc Mana/turn +0.15 Max.mana +34.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
blurring rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +9 (+4 eff.) Resists +5% blight Stealth +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
spellcowled linen cloak of the voidstalker (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+0 eff.) Resists +10% darkness +12% temporal Spell.save +7 (+3 eff.) Disease- +15% Def/telep +11 Res/telep +11% Dur/telep +10% ---------- misc Max.mana +41.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. It was changed by the digestive sack. |
Gloraldatta the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +2 Cun +3 Wil dps ---------- Spell.crit +6% Spell.pwr +7 (+2 eff.) S.pwr/crit +6 Dmg.mod +9% light +13% darkness Res.pen +15% arcane Melee Ret 6 arcane ----- def ----- Resists +9% all ---------- misc Mana/s.crit +2.00 Max.vim +50.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) Dmg.mod +8% arcane +5% temporal ----- def ----- Resists +9% all ---------- misc Max.mana +31.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Sunrot the pair of iron boots (5 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +5% fire Melee Ret 2 fire ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +2% Resists +9% acid HP.reg +2.00 Heal.mod +11% Blind- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of iron boots of speed (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +5 Fatigue +2% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Rainripper (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% cold ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Mind.save +15 (+7 eff.) Max.HP +54.00 Poison- +10% Cut- +20% A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+4 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Frostbreaker the rough leather armour (3 def, 2 armour)9.0 T1 light armor [Rare] Nature While equipped: dps ---------- Melee Ret 2 cold ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +9% fire Crit.chn- 10.00% Spell.save +3 (+1 eff.) Max.HP +64.00 Disease- +20% Knockbk- +10% A suit of armour made of leather. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 17 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 61.71 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
rejuvenating rough leather armour of acid resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +15% acid HP.reg +2.00 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
arcing quiver of ash arrows of crippling (19/19, 117% power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego+] Arcane/Master Power 117% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +9.5% Capacity 19 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 92 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
3 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. |
50 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. |
3 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. |
11 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
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 (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 21 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
2 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. |
elm wand of conjuration [power 105] (13 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 105 lightning damage Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged ash wand of lightning storm [power 242] (17 cooldown)2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 48 lightning damage and will be dazed for 1 turn (242 total damage) Puts all charms on 17 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
9 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. |
9 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. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Shrektacles the Ogre Writhing One level 14
28th Dusk 122nd year of Ascendancy at 16:39 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Shrektacles the Ogre Writhing One level 20
76th Dusk 122nd year of Ascendancy at 12:29 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Shrektacles the Ogre Writhing One level 10
6th Flare 122nd year of Ascendancy at 16:13 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Shrektacles the Ogre Writhing One level 20
75th Dusk 122nd year of Ascendancy at 18:35 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Shrektacles the Ogre Writhing One level 22
27th Regrowth 123rd year of Ascendancy at 15:10 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Shrektacles the Ogre Writhing One level 18
74th Dusk 122nd year of Ascendancy at 21:20 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Shrektacles the Ogre Writhing One level 10
6th Flare 122nd year of Ascendancy at 16:24 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 Shrektacles the Ogre Writhing One level 22
25th Haze 122nd year of Ascendancy at 10:10 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Shrektacles the Ogre Writhing One level 14
19th Dusk 122nd year of Ascendancy at 15:04 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Shrektacles the Ogre Writhing One level 22
25th Haze 122nd year of Ascendancy at 02:13 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Shrektacles the Ogre Writhing One level 17
60th Dusk 122nd year of Ascendancy at 13:37 see stats
Log
Carrion worm mass's wormblight area effect hits Silenn the luminous horror for 13 blight damage.
Worm that walks (servant of Shrektacles) receives 6 healing from Carrion worm mass's wormblight area effect.
Silenn the luminous horror casts Barrier.
A shield forms around Silenn the luminous horror.
Shrektacles calms down.
Worm that walks (servant of Shrektacles) casts Epidemic.
Worm that walks (servant of Shrektacles) hits Something for (0 absorbed), 0 blight, (1 absorbed), 0 light, 1 healing, (1 absorbed), 0 fire, 1 healing (0 total damage) [2 healing].
Silenn the luminous horror's demonfire area effect hits Worm that walks (servant of Shrektacles) for 55 fire damage.
Silenn the luminous horror's demonfire area effect hits Worm that walks (servant of Shrektacles) for 49 fire damage.
Worm that walks (servant of Shrektacles) receives 6 healing from Carrion worm mass's wormblight area effect.
Silenn the luminous horror's demonfire area effect hits Worm that walks (servant of Shrektacles) for 55 fire damage.
Silenn the luminous horror's demonfire area effect killed Worm that walks (servant of Shrektacles)!
Shrektacles misses Silenn the luminous horror.
The shield around Silenn the luminous horror crumbles.
Shrektacles is on fire!
Silenn the luminous horror shrugs off the effect 'Exposed'!
Silenn the luminous horror HEALS from fire damage!
Shrektacles hits Silenn the luminous horror for (69 absorbed), 5 darkness, 6 arcane, 3 fire, 6 healing (15 total damage) [6 healing].
Share the Pain hits Shrektacles for 96 physical, 9 darkness (105 total damage).
Silenn the luminous horror hits Shrektacles for 7 fire damage.
Silenn the luminous horror casts Draining Assault.
Silenn the luminous horror performs a melee critical strike against Shrektacles!
Shrektacles is disabled.
Silenn the luminous horror steals life from Shrektacles!
Shrektacles hits Silenn the luminous horror for 86 healing, 3 healing, 2 healing, 63 healing (0 total damage) [154 healing].
Silenn the luminous horror hits Shrektacles for 291 physical, 9 darkness, 7 fire, 222 physical (529 total damage).
Shrektacles the level 23 ogre writhing one was smashed to death by Silenn the luminous horror on level 2 of Tempest Peak.



























































































