












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Arcane Blade |
| Level / Exp | 30 / 68% |
| Size | huge |
| Lifes / Deaths | Killed by The Master at level 30 on the 22nd Gold 123rd year of Ascendancy at 22:34 / 1 |
Primary Stats
| Strength | 35 (base 13) |
| Dexterity | 36 (base 13) |
| Constitution | 21 (base 10) |
| Magic | 111 (base 60) |
| Willpower | 16 (base 10) |
| Cunning | 82 (base 56) |
Resources
| Life | -207/960 |
| Mana | 7/304 |
| Stamina | 7/202 |
| Healing Factor | 1.094804467222 |
| Regeneration | 2.4633100512495 |
Speed
| Mental | +4.4408920985006E-14% |
| Attack | 0% |
| Movement | +1.7763568394003E-13% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 41.444544830989 |
| See Invisible | 41.444544830989 |
Offense: Mainhand
| Damage | 37 |
| Accuracy | 60 |
| Crit Chance | 24% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 18 |
| Accuracy | 60 |
| Crit Chance | 31% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 65 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +7% |
| Acid | +6% |
| Lightning | +29% |
| Cold | +7% |
| Mind | +3% |
| Arcane | +9% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Physical | +45% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 32 (35.65183292883%) |
| Defense | 69 |
| Ranged Defense | 69 |
| Fatigue | 2 |
| Physical Save | 49 |
| Spell Save | 59 |
| Mental Save | 61 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Blight | + 18%( 70%) |
| Arcane | + 20%( 70%) |
| Cold | + 32%( 70%) |
| All | + 3%( 70%) |
| Darkness | + 23%( 70%) |
| Light | + 19%( 70%) |
| Physical | + 11%( 70%) |
| Mind | + 10%( 70%) |
| Lightning | + 34%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 40% |
| Teleport Resistance | 20% |
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Silence Resistance | 24% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 135 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. |
| 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 233 damage for 4 turns. 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. |
| 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 743% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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 successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell. Escort: lost defiler (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the repented thief from death by Emelowen the snow giant boulder thrower. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 117. | 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 giant spider spinneret. * You've found the needed vial of wight ectoplasm. * You've found the needed bloated horror heart. 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 vampire lord fang. * You've found the needed wretchling eyeball. * You've found the needed red crystal shard. 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 ice wyrm tooth. * You've found the needed vial of greater demon bile. * You've found the needed honey tree root. 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 minotaur nose. * You've found the needed skeleton mage skull. * You've found the needed storm wyrm claw. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Tulogagrim the Freezeobeisance (0 def, 3 armour) =CON=2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Str +2 Dex +2 Mag +6 Con dps ---------- Dmg.mod +7% physical ----- def ----- Armour +3 Resists +30% cold Crit.chn- 10.00% ---------- misc Size +1 A pair of boots made of leather. |
| Light source | Xeruba2.0 T1 lite [Rare] Master While equipped: ----- def ----- Crit.chn- 10.00% Mind.save +6 (+2 eff.) Max.HP +20.00 HP.reg +2.00 Disarm- +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 | Berohir (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +9% arcane ----- def ----- Armour +4 Fatigue +4% Resists +9% lightning +12% blight Crit.chn- 15.00% Max.HP +100.00 Confus- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Duverand (0 def, 17 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Dex +2 Con dps ---------- Res.pen +20% physical Acc +12 (+3 eff.) Apr +2 ----- def ----- Armour +17 Resists +6% darkness 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. |
| Tool | elm totem of healing [power 116] (13 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of arcana (+0.12/turn)0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +24% ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
| On fingers | marksman's steel ring of lightning (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% lightning Acc +6 (+2 eff.) ----- def ----- Resists +20% lightning Rings make your fingers look great! |
| Around neck | Lisuwe0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +4% Spell.pwr +5 (+1 eff.) Dmg.mod +6% acid +6% fire +7% cold +6% lightning ----- def ----- Resists +5% arcane +6% acid Spell.save +6 (+2 eff.) Mind.save +18 (+5 eff.) Disease- +20% Stun/Frz- +20% Teleport- +20% Amulets make your neck look great! |
| In main hand | short elm magestaff of illumination (100% power, 2 apr, lightning 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% lightning ----- def ----- Defense +6 (+2 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 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 91.26 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. |
| Around waist | Lightningspitter the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +3% lightning On Hit (Melee): * 20 arcane resource burn * 20% chance to reduce armor by 40% ----- def ----- Resists +3% lightning Spell.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | Spelldrinker (132% power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 132% Range: 1.3x Uses 35% Str, 20% Mag, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
| Cloak | Silimira the linen cloak (16 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +3 Dex dps ---------- Acc +19 (+5 eff.) Apr +4 ----- def ----- Defense +16 (+4 eff.) Mind.save +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Tarrurion (20 def, 8 armour)9.0 T5 light armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Cun dps ---------- Dmg.mod +3% mind ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +8% physical +15% darkness +3% blight +7% mind +16% light Phys.save +20 (+7 eff.) Mind.save +15 (+4 eff.) Die.at -40.00 life Disease- +20% Confus- +20% A suit of armour made of leather. |
Inventory
movement infusion of the duelist (speed 739%; cd 17)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 739% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
savior's gold amulet of vision0.1 T3 amulet jewelry [Ego++] Nature/Master While equipped: ----- def ----- Phys.save +18 (+6 eff.) Spell.save +15 (+4 eff.) Mind.save +13 (+3 eff.) Blind- +20% ---------- misc Infravis +4 Sight +2 See.Invis +10 Amulets make your neck look great! |
stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% temporal Pinning- +21% Knockbk- +21% Amulets make your neck look great! |
Galewish0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Con dps ---------- Crit.mult +10.00% Dmg.mod +11% fire ----- def ----- Resists +9% lightning +22% fire ---------- misc Max.stam +30.00 Rings make your fingers look great! |
Lisovena the gold ring =STR=0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Str dps ---------- Phys.crit +1.0% Dmg.mod +11% darkness Res.pen +5% physical ----- def ----- Fatigue -6% Resists +22% darkness Blind- +26% ---------- misc Max.enc +27 Stam/turn +1.00 Infravis +4 See.Stealth +5 See.Invis +11 Rings make your fingers look great! |
iron greatsword (112% power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 112% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
enhanced cured leather sling of piercing4.0 T2 sling 1H weapon Reqs Shoot [Ego++] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +3 Str +5 Dex +5 Mag +3 Wil +4 Cun +5 Con dps ---------- Res.pen +7% all Acc +10 (+3 eff.) Apr +6 Slings are used to hurl stones or metal shots at your foes. |
lifebinding elven-wood vilestaff (129% power, 5 apr, blight element) =CON=5.0 T4 staff 2H weapon [Ego+] Nature Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +4% Spell.pwr +18 (+5 eff.) Dmg.mod +25% blight ----- def ----- HP.reg +0.80 Heal.mod +21% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew magestaff (129% power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Ego] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +13 (+3 eff.) Dmg.mod +25% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elm magestaff of might (100% power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Ego] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ---------- misc Mana/turn +0.10 Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
grounding rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +5% temporal HP.reg +0.70 Heal.mod +11% A belt that goes around your waist. |
noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +15% Summoned ----- def ----- Resists +7% blight D.Red.from +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Issisagar (10 def, 0 armour) =DEX=2.0 T3 cloak armor [Rare] Master While equipped: Stats +10 Dex dps ---------- Mind.crit +2% Mind.pwr +10 (+5 eff.) ----- def ----- Defense +10 (+3 eff.) Phys.save +11 (+4 eff.) ---------- misc Max.hate +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of the Worm of life (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Nature While equipped: ----- def ----- Resists +7% blight +7% all Max.HP +45.00 HP.reg +1.80 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of lightning (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +11% lightning ----- def ----- Resists +16% lightning +7% all Mind.save +16 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven silk robe (0 def, 0 armour) =STR=2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Dmg.mod +9% lightning +15% physical +12% cold ----- def ----- Resists +7% lightning +8% cold +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Barandur the Tempestbiter (0 def, 3 armour) =DEX=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Dex +2 Mag +2 Cun +1 Con dps ---------- Res.pen +15% mind +5% lightning ----- def ----- Armour +3 Fatigue +2% Resists +3% mind Crit.chn- 5.00% Disengage: Puts all charms on 13 cooldown Level 1.0 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 96% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Betytta the Airblow (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Dex +3 Con dps ---------- Dmg.mod +6% lightning Res.pen +5% lightning ----- def ----- Armour +3 Fatigue -3% Resists +9% lightning Crit.chn- 5.00% Phys.save +5 (+2 eff.) ---------- misc Max.enc +23 Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Blindworth the pair of iron boots (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Dmg.mod +3% darkness +3% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 30 ----- def ----- Armour +5 Fatigue +2% Phys.save +5 (+2 eff.) Spell.save +5 (+1 eff.) Mind.save +6 (+2 eff.) Silence- +20% Stun/Frz- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Manichik (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) Apr +3 ----- def ----- Armour +1 Max.HP +60.00 Stun/Frz- +10% Def/telep +15 Res/telep +15% Dur/telep +15% A pair of boots made of leather. |
pair of hardened leather boots 'Bethinne' (10 def, 3 armour) =DEX=2.0 T3 feet armor [Rare] Master While equipped: Stats +11 Dex +4 Wil +2 Cun dps ---------- Spell.pwr +25 (+6 eff.) ----- def ----- Armour +3 Defense +10 (+3 eff.) ---------- misc Mana/turn +0.12 See.Invis +6 Evasion: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 17 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Chargeshear the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +15% lightning +10% light On Hit (Melee): * 20% chance to slow global speed by 49% ----- def ----- Armour +3 Fatigue +5% Resists +3% light +3% lightning Phys.save +11 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Glorodara the rough leather cap (0 def, 3 armour)2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +1% Resists +1% physical +7% cold +6% light +5% arcane Max.HP +80.00 ---------- misc Breathe water A cap made of leather. |
Polelaith (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Crit.chn- 5.00% Poison- +10% Silence- +10% Stun/Frz- +20% A cap made of leather. |
Toxinqueen the iron helm (0 def, 3 armour) =DEX=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex dps ---------- Acc +5 (+2 eff.) On Hit (Melee): * 10% chance to slow global speed by 49% ----- def ----- Armour +3 Fatigue +5% ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Skin of Many (12 def, 6 armour) =CON=9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+3 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Xubeth the Quenchstoker (23/23, 146% power, 10 apr)3.0 T3 arrow ammo [Rare] Master Power 146% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +16.0% Capacity 23 Ranged+ +20 acid +12 temporal On Hit.r1 +12 acid +12 cold +20 temporal On Crit.r2 +20 acid +20 cold 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. |
8 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. |
60 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. |
5 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
11 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Olanarildil2.0 T1 lite [Rare] Nature While equipped: Stats +1 Wil dps ---------- Res.pen +5% blight On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Max.HP +43.00 ---------- misc Mana/s.crit +2.00 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 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. |
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. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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 (+6 eff.) 10% chance when hit to absorb the whole blow. This effect has a 30 turn cooldown. This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
8 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. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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. |
2 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 Quasar the Dwarf Arcane Blade level 17
27th Wealth 122nd year of Ascendancy at 01:34 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Quasar the Dwarf Arcane Blade level 20
3rd Shortage 122nd year of Ascendancy at 05:42 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Quasar the Dwarf Arcane Blade level 26
26th Steel 123rd year of Ascendancy at 08:12 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Quasar the Dwarf Arcane Blade level 27
1st Gold 123rd year of Ascendancy at 01:40 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Quasar the Dwarf Arcane Blade level 10
6th Profit 122nd year of Ascendancy at 23:20 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Quasar the Dwarf Arcane Blade level 20
17th Loss 122nd year of Ascendancy at 01:28 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Quasar the Dwarf Arcane Blade level 30
20th Gold 123rd year of Ascendancy at 02:42 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Quasar the Dwarf Arcane Blade level 24
23rd Iron 123rd year of Ascendancy at 11:53 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Quasar the Dwarf Arcane Blade level 19
16th Loss 122nd year of Ascendancy at 05:20 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Quasar the Dwarf Arcane Blade level 6
19th Voratun 122nd year of Ascendancy at 22:43 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Quasar the Dwarf Arcane Blade level 11
12nd Profit 122nd year of Ascendancy at 10:59 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Quasar the Dwarf Arcane Blade level 25
13rd Steel 123rd year of Ascendancy at 20:21 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Quasar the Dwarf Arcane Blade level 6
31st Voratun 122nd year of Ascendancy at 06:40 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Quasar the Dwarf Arcane Blade level 25
13rd Steel 123rd year of Ascendancy at 04:06 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Quasar the Dwarf Arcane Blade level 27
10th Gold 123rd year of Ascendancy at 18:04 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Quasar the Dwarf Arcane Blade level 18
11st Loss 122nd year of Ascendancy at 01:35 see stats
Log
Quasar repels an attack from Ghoul.
Ghoul's armor corrodes!
Ghoul is dazed!
Quasar hits Ghoul for 29 physical, 0 arcane, 11 lightning, 17 physical, 0 arcane, 7 lightning, 0 arcane (64 total damage).
The Master casts Freeze.
Quasar shrugs off the effect 'Frozen'!
Ghoulking receives 84 healing from Ghoul's purging blight area effect.
Ghoul receives 84 healing from Ghoul's purging blight area effect.
Ghoul's purging blight area effect hits Quasar for 13 blight damage.
Armoured skeleton warrior receives 61 healing from Ghoul's purging blight area effect.
Skeleton master archer receives 61 healing from Ghoul's purging blight area effect.
Elder vampire receives 61 healing from Ghoul's purging blight area effect.
The Master receives 63 healing from Ghoul's purging blight area effect.
The Master hits Quasar for 182 cold damage.
Armoured skeleton warrior uses Shield Pummel.
Armoured skeleton warrior misses Quasar.
Armoured skeleton warrior hits Quasar for 41 physical damage.
The Master casts Manathrust.
The Master's spell attains critical power!
Ghoul is not dazed anymore.
Ghoul receives 84 healing from Ghoul's purging blight area effect.
Ghoulking receives 84 healing from Ghoul's purging blight area effect.
Armoured skeleton warrior receives 61 healing from Ghoul's purging blight area effect.
Skeleton master archer receives 61 healing from Ghoul's purging blight area effect.
Elder vampire receives 61 healing from Ghoul's purging blight area effect.
The Master receives 63 healing from Ghoul's purging blight area effect.
The Master hits Ghoul for 194 arcane damage.
The Master hits Quasar for 170 arcane damage.
Quasar the level 30 dwarf arcane blade was mana-torn to death by The Master and raised as his tortured undead thrall on level 9 of Dreadfell.

















































































































