











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 | 22 / 22% |
| Size | big |
| Lifes / Deaths | Killed by worm that walks at level 22 on the 57th Haze 122nd year of Ascendancy at 10:57 / 1 |
Primary Stats
| Strength | 16 (base 13) |
| Dexterity | 16 (base 10) |
| Constitution | 16 (base 13) |
| Magic | 66 (base 51) |
| Willpower | 8 (base 10) |
| Cunning | 46 (base 41) |
Resources
| Life | -134/730 |
| Insanity | 8/100 |
| Healing Factor | 1.1645771506545 |
| Regeneration | 4.9494528902815 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 44.323645669319 |
| See Invisible | 46.323645669319 |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 56 |
| Crit Chance | 24% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 58 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Nature | +12% |
| Darkness | +47% |
| Lightning | +21% |
| Mind | +21% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +20% |
| Physical | +25% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 25 (40.65183292883%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 31 |
| Mental Save | 32 |
Defense: Resistances
| Lightning | + 27%( 70%) |
| Light | + 10%( 70%) |
| Temporal | + 3%( 70%) |
| Blight | + 10%( 70%) |
| Darkness | + 56%( 70%) |
| Mind | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Confusion Resistance | 26% |
| Disarm Resistance | 33% |
| Knockback Resistance | 40% |
| Instadeath Resistance | 100% |
| Blind Resistance | 47% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 154 damage for 4 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 99 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 Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 446% 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. |
| 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 |
| 1/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 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 |
| 2/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 failed to protect the lone alchemist from death by Adota the polar bear. Escort: lone alchemist (level 2 of Old Forest) | failed |
You failed to protect the repented thief from death by Shardskin. Escort: repented thief (level 4 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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. | 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. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' 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 snow giant kidney. * You've found the needed xorn fragment. * You've found the needed vial of wight ectoplasm. | 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 within5 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 | Samabar the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +1 Dex dps ---------- Spell.pwr +5 (+1 eff.) Acc +5 (+1 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +2% Die.at -40.00 life ---------- misc Stam/turn +1.00 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Foghunger the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature Res.pen +15% darkness +5% nature Melee Ret 6 darkness ----- def ----- Resists +9% darkness Max.HP +57.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| Tool | overpowered elm wand of shielding [power 164] (21/22 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 164 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 22 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | marksman's copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% darkness Acc +6 (+2 eff.) ----- def ----- Resists +22% darkness Rings make your fingers look great! |
| On fingers | Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +6 (+2 eff.) Mind.pwr +10 (+5 eff.) Res.pen +5% physical Apr +1 ----- def ----- Defense +15 (+6 eff.) Mind.save +9 (+4 eff.) Blind- +27% Confus- +26% ---------- misc Infravis +4 See.Stealth +8 See.Invis +10 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| 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 | Chargedream (136% power, 6 apr, darkness element)5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +15% Phys.pwr +12 (+6 eff.) Spell.pwr +22 (+6 eff.) Dmg.mod +30% darkness +21% lightning Acc +12 (+3 eff.) Melee Ret 4 darkness ----- def ----- Resists +6% lightning +3% darkness +10% blight Phys.save +6 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +10 (+5 eff.) ---------- misc Mana/turn +0.27 Max.mana +44.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. It was hardened by the digestive sack. |
| On hands | Gygund the hardened leather gloves (10 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +3 Dex dps ---------- Dmg.mod +18% mind Res.pen +20% physical Acc +7 (+2 eff.) ----- def ----- Armour +2 Defense +10 (+4 eff.) Phys.save +7 (+3 eff.) Mind.save +7 (+3 eff.) Disarm- +33% 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 | rejuvenating cured leather armour of Eyal (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Max.HP +29.00 HP.reg +4.00 Heal.mod +11% ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
| Cloak | Islerin the Strikeripper (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +5% darkness Melee Ret 10 mind On Hit (Melee): * 10% chance to reduce armor by 38% ----- def ----- Defense +1 (+0 eff.) Resists +3% lightning +11% darkness +6% mind Stealth +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet 'Islerith'0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +3% mind On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +18% lightning +3% temporal +10% light +11% darkness Blind- +20% Amulets make your neck look great! |
Inventory
shatter afflictions rune of the sneak (absorb 107; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd 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 107 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 73; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 73 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 216; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 216 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet 'Balizor'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +7 Lck dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Resists +3% darkness Unseen.red 11% Disease- +10% Knockbk- +20% Amulets make your neck look great! |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Lustrerupture0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Con ----- def ----- Resists +3% light HP.reg +3.00 Stun/Frz- +26% ---------- misc Light +3 Infravis +1 Rings make your fingers look great! |
Squalorradiance0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Str +6 Wil +5 Cun +7 Con dps ---------- Phys.pwr +6 (+3 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +11% light Melee Ret 6 nature ----- def ----- Resists +22% light ---------- misc See.Invis +3 Rings make your fingers look great! |
steel ring 'Nightworm'0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid +3% darkness +18% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 28 * 20% chance to reduce damage dealt by 16% ----- def ----- Resists +24% acid +9% darkness Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
steel greatmaul 'Galewhisper' (135% power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Arcane Power 136% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 98 damage While equipped: Stats +1 Dex +2 Con dps ---------- Res.pen +5% lightning Acc +30 (+8 eff.) ----- def ----- Resists +6% light +5% arcane Crit.chn- 15.00% Massive two-handed mauls. |
Yareroddadin (108% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Psionic Power 108% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 darkness Against +7% Living While equipped: dps ---------- Dmg.mod +3% physical ----- def ----- Resists +3% physical Sharp, long, and deadly. |
iron longsword (107% power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 107% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
short ash starstaff of might (111% power, 3 apr, darkness element)5.0 T2 staff 1H weapon [Ego] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
short elm vilestaff of illumination (100% power, 2 apr, darkness element)5.0 T1 staff 1H weapon [Ego] Nature/Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 5 cooldown Level 1.0 Pwr.cost 5 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 84.13 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
blurring rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Defense +8 (+4 eff.) Spell.save +5 (+2 eff.) Stealth +6 ---------- 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 +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) 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. |
Belolachik the Flashvein (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +1 Str +3 Wil +3 Cun +1 Con dps ---------- Apr +4 ----- def ----- Armour +1 Resists +6% light Phys.save +6 (+3 eff.) Spell.save +12 (+6 eff.) Mind.save +6 (+3 eff.) A pair of boots made of leather. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restful iron gauntlets of spellstriking (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego+] Arcane/Psionic While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.pwr +4 (+1 eff.) Melee+ 5 arcane Dmg.mod +4% arcane ----- def ----- Armour +1 Fatigue +1% Resists +3% arcane HP.reg +1.00 Disease- +15% ---------- misc Stam/turn +0.60 Max.stam +11.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. It was changed by the digestive sack. |
Chylach (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Crit.mult +5.00% ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +14% cold Spell.save +6 (+3 eff.) ---------- misc Stam/turn +1.00 A cap made of leather. |
Yvethra the Strikebiter (2 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +8% lightning +6% temporal +5% darkness +7% fire +6% acid +7% physical +8% cold +6% arcane +8% light Melee Ret 8 lightning ----- def ----- Defense +2 (+1 eff.) Resists +15% lightning ---------- misc Psi/turn +0.15 A pointy cloth hat, very wizardly... |
iron helm of dexterity (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+5 eff.) A cap 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 66.07 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
rejuvenating rough leather armour of clarity (3 def, 2 armour)9.0 T1 light armor [Ego] Nature/Psionic While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +5% mind Mind.save +10 (+5 eff.) HP.reg +2.80 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
10 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
180 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. |
2 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. |
5 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. |
8 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. |
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. |
iron pickaxe of endurance (dig speed 39 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
12 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. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 21 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 120.32 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 120.32 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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 'Isarin'2.0 T1 lite [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Phys.crit +1.0% Dmg.mod +6% mind Melee Ret 12 fire On Hit (Melee): * 10% chance to reduce all saves and defense by 19 ----- def ----- Defense +10 (+4 eff.) Resists +6% fire ---------- 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. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 8 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 156.56 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
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. |
10 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. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all 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. |
10 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 Big Yamete the Ogre Writhing One level 15
60th Dusk 122nd year of Ascendancy at 00:13 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Big Yamete the Ogre Writhing One level 21
52nd Haze 122nd year of Ascendancy at 06:24 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Big Yamete the Ogre Writhing One level 18
14th Haze 122nd year of Ascendancy at 05:26 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Big Yamete the Ogre Writhing One level 22
54th Haze 122nd year of Ascendancy at 14:30 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Big Yamete the Ogre Writhing One level 10
4th Mirth 122nd year of Ascendancy at 21:00 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Big Yamete the Ogre Writhing One level 20
41st Haze 122nd year of Ascendancy at 16:31 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Big Yamete the Ogre Writhing One level 19
35th Haze 122nd year of Ascendancy at 08:56 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Big Yamete the Ogre Writhing One level 12
12nd Dusk 122nd year of Ascendancy at 13:29 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Big Yamete the Ogre Writhing One level 10
7th Mirth 122nd year of Ascendancy at 19:29 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Big Yamete the Ogre Writhing One level 10
1st Flare 122nd year of Ascendancy at 15:21 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Big Yamete the Ogre Writhing One level 17
77th Dusk 122nd year of Ascendancy at 14:56 see stats
Log
Talent Tendrils Eruption is ready to use.
Big Yamete slows down.
Carrion worm mass slows down.
Carrion worm mass is covered in black blood!
Big Yamete's defiled blood area effect performs a melee critical strike against Oozing horror!
Big Yamete's defiled blood area effect hits Carrion worm mass for 18 darkness, 0 arcane (18 total damage).
Big Yamete's defiled blood area effect hits Oozing horror for 19 darkness, 0 arcane (19 total damage).
Melee retaliation hits Worm that walks for 5 mind, 13 darkness (19 total damage).
Epidemic from Worm that walks hits Big Yamete for (46 absorbed), 0 blight (0 total damage).
Worm that walks hits Big Yamete for (11 absorbed), 0 blight, (17 absorbed), 0 blight (0 total damage).
Oozing horror's nature slow area effect hits Big Yamete for 2 healing, (35 absorbed), 0 nature (0 total damage) [2 healing].
Oozing horror's nature slow area effect hits Carrion worm mass for 37 nature damage.
Melee retaliation hits Big Yamete for (2 absorbed), 0 acid, (9 absorbed), 0 nature (0 total damage).
Oozing horror uses Slime Wave.
Big Yamete activates his overpowered elm wand of shielding!
Big Yamete's defiled blood area effect performs a melee critical strike against Carrion worm mass!
Big Yamete's defiled blood area effect hits Carrion worm mass for 24 darkness, 0 arcane (24 total damage).
Big Yamete's defiled blood area effect hits Oozing horror for 10 darkness, 0 arcane (10 total damage).
Oozing horror's nature slow area effect hits Carrion worm mass for 37 nature damage.
Oozing horror's nature slow area effect hits Big Yamete for 2 healing, (35 absorbed), 0 nature (0 total damage) [2 healing].
Melee retaliation hits Big Yamete for (2 absorbed), 0 acid, (9 absorbed), 0 nature (0 total damage).
Epidemic from Worm that walks hits Big Yamete for (46 absorbed), 0 blight (0 total damage).
Oozing horror misses Big Yamete.
Worm that walks casts Drain.
Worm that walks's spell attains critical power!
Your shield crumbles under the damage!
The shield around Big Yamete crumbles.
Worm that walks hits Big Yamete for (72 absorbed), 166 blight (166 total damage).
Big Yamete the level 22 ogre writhing one was fouled to death by a worm that walks on level 3 of Lake of Nur.






























































































