










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 | Female |
| Race | Shalore |
| Class | Writhing One |
| Level / Exp | 25 / 44% |
| Size | medium |
| Lifes / Deaths | Killed by Cyryldabeth the worm that walks at level 25 on the 4th Allure 123rd year of Ascendancy at 15:56 / 1 |
Primary Stats
| Strength | 50 (base 45) |
| Dexterity | 15 (base 14) |
| Constitution | 19 (base 13) |
| Magic | 74 (base 55) |
| Willpower | 22 (base 10) |
| Cunning | 23 (base 10) |
Resources
| Life | -55/593 |
| Insanity | 18/100 |
| Healing Factor | 1.2791723257556 |
| Regeneration | 6.7156547102168 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 26.402973447325 |
| See Invisible | 26.402973447325 |
Offense: Mainhand
| Damage | 83 |
| Accuracy | 53 |
| Crit Chance | 15% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +8% |
| Darkness | +33% |
| Light | +11% |
| Temporal | +3% |
| Blight | +9% |
| Physical | +8% |
| Mind | +18% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +30% |
| Fire | +5% |
| Light | +5% |
Defense: Base
| Armour (hardiness) | 14 (35.65183292883%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 40 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Cold | + 17%( 70%) |
| All | + 12%( 70%) |
| Darkness | + 33%( 70%) |
| Light | + 22%( 70%) |
| Temporal | + 25%( 70%) |
| Mind | + 31%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Stun Resistance | 52% |
| Confusion Resistance | 20% |
| Teleport Resistance | 20% |
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 90 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 624% 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. |
| 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 / Friend of the worm | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Demented / Disfigured face | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
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 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 injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (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 Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)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 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 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. | 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 AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed vial of fire wyrm saliva. * You've found the needed electric eel tail. You have aided Agrimley the hermit in creating an elixir of focus. 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 ice ant stinger. * You've found the needed pouch of bone giant dust. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | 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 within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Zanozilalen the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Con +1 Mag dps ---------- Acc +15 (+5 eff.) ----- def ----- Armour +3 Fatigue +2% Resists +9% fire +6% cold Die.at -40.00 life 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 'Radhydil'1.0 T1 lite [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +6 (+2 eff.) ----- def ----- Resists +9% mind Crit.chn- 15.00% Poison- +20% Stun/Frz- +10% ---------- 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 | Ravensever (4 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +9% darkness Res.pen +10% darkness Acc +7 (+2 eff.) On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +3% Resists +12% darkness +12% acid A cap made of leather. |
| Tool | Brighttaint [power 170] (4/13 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +2 Mag +2 Con dps ---------- Dmg.mod +6% light Melee Ret 8 cold ----- def ----- Crit.chn- 15.00% ---------- misc Light +3 Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 13 cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | warrior's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Rings make your fingers look great! |
| Around waist | rough leather belt 'Gloomsun'1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +3% darkness Res.pen +5% darkness Melee Ret 2 blight 6 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% temporal Phys.save +6 (+3 eff.) A belt that goes around your waist. |
| In main hand | Glorirarin (108% power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Psionic Power 108% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +8 cold On Hit.r1 +7 fire On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +3% temporal Melee Ret 2 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% temporal Blunt and deadly. |
| On hands | Beiregofast the Eclipseslicer (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Melee+ 10 light Dmg.mod +18% mind +12% darkness +5% light Res.pen +15% darkness +5% fire Melee Ret 6 mind ----- def ----- Armour +2 Fatigue +3% Resists +8% light 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 | woollen robe 'Flashusher' (10 def, 0 armour)2.0 T2 cloth armor [Rare] Psionic While equipped: dps ---------- Res.pen +5% light ----- def ----- Defense +10 (+5 eff.) Resists +6% temporal +3% light +12% darkness +12% mind +9% all Phys.save +12 (+5 eff.) Spell.save +12 (+4 eff.) Mind.save +24 (+9 eff.) Disease- +20% Teleport- +20% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | cashmere cloak 'Eilinibrewen' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.crit +3% Crit.mult +10.00% ----- def ----- Defense +2 (+1 eff.) Spell.save +15 (+5 eff.) Max.HP +33.00 Confus- +10% Stun/Frz- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 29 out of 10/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 183 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Inventory
movement infusion of the psychic (speed 523%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 523% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Xiwe the Blazetide (108% power, 3 apr) =Res light=3.0 T2 longsword 1H weapon [Rare] Arcane Power 108% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +6.0% Atk.spd 100% On Crit.r2 +20 physical On Crit: * Splash the target with acid dealing 150 damage over 5 turns and reducing armor and accuracy by 19 While equipped: Stats +2 Mag +2 Wil dps ---------- Dmg.mod +6% lightning ----- def ----- Resists +9% lightning Die.at -40.00 life Sharp, long, and deadly. |
hateful dwarven-steel mace of crippling (130% power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Master/Psionic Power 131% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +10 darkness Against +8% Living On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Blunt and deadly. |
truestriking dwarven-steel waraxe of enduring (117% power, 4 apr) =8 Con=3.0 T3 waraxe 1H weapon [Ego++] Nature/Master Power 117% 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% While equipped: Stats +8 Con +7 Wil dps ---------- Res.pen +5% physical Acc +8 (+2 eff.) Apr +7 ----- def ----- Max.HP +16.00 One-handed war axes. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Adubrelle (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+4 eff.) Acc +15 (+5 eff.) Apr +1 ----- def ----- Defense +1 (+1 eff.) Resists +3% acid +2% physical Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hylathalin the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +2 Cun +3 Con dps ---------- Res.pen +15% physical ----- def ----- Defense +1 (+1 eff.) Resists +3% darkness +3% cold Confus- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xanynor (0 def, 4 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% physical Acc +10 (+3 eff.) Apr +3 Melee Ret 2 temporal ----- def ----- Armour +4 Fatigue +2% ---------- 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. |
miner's pair of iron boots of tirelessness (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +11.00 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
steady iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Psionic While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +21% 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. |
storm rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 lightning Dmg.mod +4% lightning ----- def ----- Armour +1 Resists +6% lightning 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. |
Radhuvon the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Defense +1 (+1 eff.) Resists +22% darkness +3% mind Poison- +10% Confus- +10% A pointy cloth hat, very wizardly... |
miner's iron helm of dexterity (+3) (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +5 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
fortifying iron mail armour of the deep (2 def, 6 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% acid +6% cold Max.HP +30.00 ---------- misc Breathe water A suit of armour made of mail. |
9 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
119 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. |
10 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. |
3 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. |
4 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 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 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. |
Poludhessra the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.crit +3.0% Crit.mult +5.00% Acc +10 (+3 eff.) ----- def ----- Fatigue -4% Resists +9% acid Die.at -60.00 life While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 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? |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 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. |
brass lantern 'Prismpyre'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +15% arcane +10% blight ----- def ----- Resists +12% light Max.HP +41.00 ---------- 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. |
brass lantern 'Smearglamour'2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- On Hit (Melee): * 10% chance to slow global speed by 45% ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Max.hate +6.00 Light +3 See.Stealth +6 See.Invis +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+7 eff.) 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. |
evasive steel torque of clear mind [power 2] (4/21 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 21 cooldown 100% to gain a 20% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered elm totem of healing [power 170] (4/17 cooldown)2.0 T1 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
focusing elm wand of lightning storm [power 110] (4/13 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Puts all charms on 13 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 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. |
7 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. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Disease- +15% Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. It was changed by the digestive sack. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Tentacle Whore the Shalore Writhing One level 16
16th Dusk 122nd year of Ascendancy at 23:59 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Tentacle Whore the Shalore Writhing One level 21
61st Dusk 122nd year of Ascendancy at 15:54 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Tentacle Whore the Shalore Writhing One level 19
48th Dusk 122nd year of Ascendancy at 22:06 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Tentacle Whore the Shalore Writhing One level 25
2nd Allure 123rd year of Ascendancy at 03:46 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Tentacle Whore the Shalore Writhing One level 10
9th Mirth 122nd year of Ascendancy at 21:06 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Tentacle Whore the Shalore Writhing One level 20
49th Dusk 122nd year of Ascendancy at 20:26 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Tentacle Whore the Shalore Writhing One level 22
7th Haze 122nd year of Ascendancy at 14:55 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Tentacle Whore the Shalore Writhing One level 14
8th Dusk 122nd year of Ascendancy at 04:43 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Tentacle Whore the Shalore Writhing One level 7
79th Pyre 122nd year of Ascendancy at 01:09 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Tentacle Whore the Shalore Writhing One level 14
2nd Dusk 122nd year of Ascendancy at 03:35 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Tentacle Whore the Shalore Writhing One level 17
29th Dusk 122nd year of Ascendancy at 18:55 see stats
Log
Cyryldabeth the worm that walks HEALS from blight damage!
Worm that walks (servant of Tentacle Whore) hits Cyryldabeth the worm that walks for 2 blight, 5 healing, 8 physical, 2 physical (11 total damage) [5 healing].
Cyryldabeth the worm that walks is less afraid.
Cyryldabeth the worm that walks casts Virulent Strike.
Worm that walks (servant of Tentacle Whore) has temporarily forgotten Worm Walk for 3 turns!
Cyryldabeth the worm that walks performs a melee critical strike against Worm that walks (servant of Tentacle Whore)!
Cyryldabeth the worm that walks performs a melee critical strike against Carrion worm mass!
Cyryldabeth the worm that walks performs a melee critical strike against Worm that walks (servant of Tentacle Whore)!
Worm that walks (servant of Tentacle Whore) has temporarily forgotten Catalepsy for 3 turns!
Tentacle Whore is dazed!
Tentacle Whore is not dazed anymore.
Carrion worm mass resists the disease!
Carrion worm mass resists the disease!
Tentacle Whore is less powerfull.
Tentacle Whore slows down.
Worm that walks (servant of Tentacle Whore) HEALS from blight damage!
Cyryldabeth the worm that walks hits Worm that walks (servant of Tentacle Whore) for 116 physical, 0 blight, 2 healing, 9 fire, 143 physical, 0 blight, 2 healing, 0 blight, 23 healing, 0 blight, 2 healing, 9 fire, 0 blight, 9 healing, 0 blight, 2 healing (278 total damage) [41 healing].
Cyryldabeth the worm that walks hits Carrion worm mass for 29 mind, 0 blight (29 total damage).
Weakness Disease from Cyryldabeth the worm that walks hits Tentacle Whore for 27 blight damage.
Epidemic from Cyryldabeth the worm that walks hits Tentacle Whore for 45 blight damage.
Blight Poison from Carrion worm mass hits Tentacle Whore for 17 blight damage.
Tentacle Whore casts Carrion Feet.
Tentacle Whore is dazed!
Tentacle Whore is not dazed anymore.
Blight Poison from Carrion worm mass hits Tentacle Whore for 17 blight damage.
Epidemic from Cyryldabeth the worm that walks hits Tentacle Whore for 45 blight damage.
Weakness Disease from Cyryldabeth the worm that walks hits Tentacle Whore for 27 blight damage.
Tentacle Whore the level 25 shalore writhing one was debilitated by noxious blight before falling to death by Cyryldabeth the worm that walks on level 3 of Lake of Nur.
























































































