












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 | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Writhing One |
| Level / Exp | 35 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by Emalaith the skeleton master archer at level 35 on the 28th Voratun 123rd year of Ascendancy at 23:08 / 2Killed by Isyssra the elder vampire at level 35 on the 30th Voratun 123rd year of Ascendancy at 00:58 |
Primary Stats
| Strength | 65 (base 43) |
| Dexterity | 43 (base 31) |
| Constitution | 23 (base 13) |
| Magic | 70 (base 60) |
| Willpower | 23 (base 10) |
| Cunning | 38 (base 20) |
Resources
| Life | -178/1210 |
| Insanity | 0/100 |
| Healing Factor | 1.2099022211821 |
| Regeneration | 9.9816933247523 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +39.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 40.415410021227 |
| See Invisible | 39.415410021227 |
Offense: Mainhand
| Damage | 115 |
| Accuracy | 74 |
| Crit Chance | 18% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +30% |
| Physical | +3% |
| Nature | +9% |
| Blight | +24% |
| Arcane | +9% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Cold | +5% |
Defense: Base
| Armour (hardiness) | 47 (88.568973732692%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 32 |
| Physical Save | 67 |
| Spell Save | 58 |
| Mental Save | 64 |
Defense: Resistances
| Blight | + 42%( 70%) |
| Arcane | + 8%( 70%) |
| Cold | + 13%( 70%) |
| All | + 3%( 70%) |
| Darkness | + 24%( 70%) |
| Light | + 29%( 70%) |
| Physical | + 4%( 70%) |
| Fire | + 23%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 42% |
| Poison Resistance | 25% |
| Blind Resistance | 10% |
| Silence Resistance | 23% |
| Teleport Resistance | 20% |
| Pinning Resistance | 28% |
| Disarm Resistance | 70% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 62 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. |
| 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 207 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 817% 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 |
| 5/5 |
| 2/5 |
| 4/5 |
| 2/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Demented / Horrific body | 1.30 |
| 2/5 |
| 3/5 |
| 4/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 3/5 |
| 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 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Xedawyn the white crystal. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved Cunning 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 fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 310. | 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 precision. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed giant spider spinneret. * You've found the needed pouch of bone giant dust. Marus of Elvala has completed an elixir of the savior without your aid. 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 minotaur nose. * You've found the needed orc heart. * You've found the needed black mamba head. 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 vial of elder vampire blood. * You've found the needed warg claw. * 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 |
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 within3 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 | Blazewing (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +1 Mag dps ---------- Crit.mult +5.00% Dmg.mod +9% arcane +6% blight Melee Ret 8 fire ----- def ----- Armour +3 Fatigue +2% Silence- +23% Confus- +22% Stun/Frz- +21% ---------- misc Max.vim +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Baludobar2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Resists +3% light +1% physical Mind.save +6 (+1 eff.) Blind- +10% Disarm- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +3 See.Stealth +7 See.Invis +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 | Noonlord the hardened leather cap (0 def, 9 armour)2.0 T3 head armor [Rare] Master While equipped: ----- def ----- Armour +9 Fatigue +3% Resists +9% light Phys.save +25 (+6 eff.) Spell.save +9 (+2 eff.) HP.reg +4.00 Heal.mod +10% Confus- +10% Teleport- +20% A cap made of leather. |
| Tool | Chillhunter [power 165] (21/9 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Res.pen +5% cold Melee Ret 4 arcane 6 cold ----- def ----- Resists +3% cold Blast the opponent's mind dealing 165 mind damage and silencing them for 4 turns Puts all charms on 9 cooldown 100% to increase all damage by 12% for 2 turns. 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | stralite quartz ring0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +1 Dex dps ---------- Crit.mult +15.00% Phys.pwr +10 (+3 eff.) Mov.spd +17% Acc +15 (+3 eff.) Apr +2 ----- def ----- Defense +13 (+4 eff.) Resists +12% nature +10% blight Phys.save +14 (+3 eff.) Spell.save +11 (+3 eff.) Mind.save +10 (+2 eff.) Poison- +25% Disease- +25% Stun/Frz- +30% ---------- misc Max.stam +20.00 Blinding Speed: Puts all charms on 22 cooldown Level 3.0 Pwr.cost 22 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
| On fingers | Arthezor0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Cun +6 Str ----- def ----- Resists +3% light +6% blight Max.HP +28.00 HP.reg +4.00 Disarm- +25% Pinning- +28% Knockbk- +30% Rings make your fingers look great! |
| Around waist | Ivanor1.0 T3 belt armor [Random Unique] Master/Psionic While equipped: Stats +4 Cun +7 Wil dps ---------- Dmg.mod +3% physical Against +20% Summoned Acc +20 (+4 eff.) ----- def ----- Defense +20 (+7 eff.) Resists +6% fire +7% cold D.Red.from +19% Summoned Mind.save +5 (+1 eff.) Max.HP +65.00 A belt that goes around your waist. |
| In main hand | Polurin the Carrionblack (129% power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Arcane/Master Power 129% 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% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 83 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +6% fire Acc +7 (+1 eff.) ----- def ----- Defense +7 (+2 eff.) Resists +9% nature Disarm- +25% Blunt and deadly. |
| On hands | voratun gauntlets 'Poxtrial' (0 def, 8 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +2 Cun +5 Dex dps ---------- Dmg.mod +9% nature Acc +27 (+5 eff.) Melee Ret 6 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +8 Fatigue +5% Resists +8% darkness Mind.save +6 (+1 eff.) Max.HP +52.00 ---------- misc Infravis +3 Unarmed combat: Power 140% Range: 1.4x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +24 Apr +15 Crit +27.0% Atk.spd 83% Melee+ +23 darkness On Hit: 10% Battle Shout 5 On Crit: 10% Dominate 5 Track: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Eclipsevengeance (0 def, 13 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +2 Str +4 Dex +2 Wil +2 Con dps ---------- Crit.mult +5.00% Dmg.mod +12% darkness Apr +2 ----- def ----- Armour +13 Fatigue +22% Resists +18% blight +14% darkness ---------- misc Light +2 A suit of armour made of metal plates. |
| Cloak | Zubiwyn the cashmere cloak (18 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +1 Mag +1 Wil dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 24 ----- def ----- Defense +18 (+6 eff.) Resists +12% light +14% fire Phys.save +18 (+4 eff.) Mind.save +10 (+2 eff.) Stealth +10 Die.at -50.00 life Disease- +15% ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. It was changed by the digestive sack. |
| Around neck | Islynn0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Cun +5 Lck dps ---------- Acc +7 (+1 eff.) ----- def ----- Defense +5 (+2 eff.) Resists +6% blight +5% arcane Phys.save +10 (+2 eff.) Spell.save +11 (+3 eff.) Mind.save +13 (+3 eff.) Unseen.red 12% Die.at -20.00 life Def/telep +5 Res/telep +5% Dur/telep +5% Amulets make your neck look great! |
Inventory
healing infusion of the wizard (heal 213; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 213 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 647%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 647% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 27%; mental; dur 4; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 450 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
gold amulet 'Zafast'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Str dps ---------- Mind.crit +3% ----- def ----- Armour +6 Resists +9% light Max.HP +80.00 Poison- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.psi +50.00 Amulets make your neck look great! |
grounding steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +12% lightning Stun/Frz- +24% Amulets make your neck look great! |
Maluzor the Frostsweep0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Wil dps ---------- Spell.crit +4% Spell.pwr +15 (+5 eff.) S.pwr/crit +6 Dmg.mod +6% arcane Phasing +30% ----- def ----- Resists +12% cold HP.reg +6.00 Stun/Frz- +35% ---------- misc Mana/turn +0.16 Max.vim +20.00 Rings make your fingers look great! |
Nimbusbreacher0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Con dps ---------- Phys.crit +2.0% Phys.pwr +10 (+3 eff.) ----- def ----- Resists +9% lightning Die.at -20.00 life HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
gold quartz ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +7 (+2 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
steel ring 'Islanor'0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +3 Dex +3 Mag +2 Con dps ---------- Dmg.mod +14% darkness +9% acid ----- def ----- Defense +10 (+3 eff.) Resists +28% darkness +12% cold Max.HP +20.00 Rings make your fingers look great! |
stralite turquoise ring =7 cON=0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +7 Str +7 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +10% all Acc +10 (+2 eff.) Rings make your fingers look great! |
Anekhad the Skyshine (103% power, 3 apr) =8 Con=3.0 T2 mace 1H weapon [Rare] Nature Power 104% 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% While equipped: Stats +8 Con +7 Wil ----- def ----- Resists +6% blight +6% fire +3% lightning Phys.save +18 (+4 eff.) Die.at -20.00 life Max.HP +24.00 Stun/Frz- +20% Blunt and deadly. |
Cyrilaith the steel waraxe (122% power, 7 apr)3.0 T2 waraxe 1H weapon [Random Unique] Master Power 122% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +10 (+3 eff.) Res.pen +7% physical Acc +18 (+3 eff.) Apr +5 One-handed war axes. |
Aduyawyn the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Con dps ---------- Crit.mult +15.00% Phys.pwr +5 (+1 eff.) Dmg.mod +6% physical ----- def ----- Defense +10 (+3 eff.) Fatigue -5% Resists +5% arcane ---------- misc Max.enc +21 A belt that goes around your waist. |
Hazeknave1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire +12% cold ----- def ----- Resists +15% cold +9% fire Max.HP +34.00 A belt that goes around your waist. |
rough leather belt 'Balador'1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Cun +2 Wil dps ---------- Melee Ret 6 acid On Hit (Melee): * 20% chance to reduce armor by 34% ----- def ----- Armour +7 Resists +15% blight ---------- misc Max.psi +40.00 Create a temporary shield that absorbs 200 damage Puts all charms on 17 cooldown A belt that goes around your waist. |
Bregigen the Chargeprophet (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.crit +3.0% Res.pen +15% physical Apr +1 Melee Ret 2 lightning ----- def ----- Defense +1 (+0 eff.) Die.at -80.00 life Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Skyradiance (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% Mind.pwr +5 (+3 eff.) Dmg.mod +9% lightning +9% mind ----- 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. |
pair of iron boots of massiveness (0 def, 3 armour) =4 Con=3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +4 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +3 Fatigue +2% ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mayydheyarin the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Crit.mult +15.00% Acc +7 (+1 eff.) Apr +3 ----- def ----- Armour +2 Resists +15% temporal Phys.save +7 (+1 eff.) Mind.save +7 (+2 eff.) Die.at -20.00 life Disarm- +32% Confus- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Unarmed combat: Power 117% Range: 1.1x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Sunmight' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 cold Dmg.mod +6% fire +4% cold ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +5% arcane +6% cold Max.HP +60.00 Poison- +10% Unarmed combat: Power 102% Range: 1.4x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +6 ice On Hit: 10% Ice Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Eilinydheda (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Mag ----- def ----- Armour +1 Fatigue +1% Resists +9% darkness +5% fire +3% mind +6% cold HP.reg +4.00 A cap made of leather. |
Nightonslaught the steel mail armour (2 def, 6 armour) =4 con=14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +6 Mag +4 Con dps ---------- Spell.crit +2% Res.pen +15% darkness Melee Ret 4 darkness ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Spell.save +9 (+2 eff.) Max.HP +50.00 ---------- misc Mana/s.crit +2.00 A suit of armour made of mail. |
6 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. |
875 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 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. |
6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 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. |
Issotir the dwarven-steel pickaxe (dig speed 6 turns)3.0 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +2 Str dps ---------- Crit.mult +11.00% Phys.pwr +5 (+1 eff.) Res.pen +18% physical Apr +6 ----- def ----- Armour +4 Resists +3% blight +3% mind Crit.chn- 5.00% Max.HP +40.00 ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Shinemarrow' (dig speed 40 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +9% nature +3% light On Hit (Melee): * 20% chance to reduce armor by 34% ----- def ----- Resists +14% nature +3% acid ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 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. |
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? |
6 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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+2 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 117.04 darkness damage (based on Mindpower and charge). Uses 6 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Zaneromindur the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +5% mind On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% darkness +3% mind Max.HP +42.00 ---------- 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. |
Fortune's Eye2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+2 eff.) Apr +12 ----- def ----- Defense +12 (+4 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.6 Pwr.cost 10 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
5 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. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 17 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 111 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. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 6 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
steel torque of gale force 'Belibeth' [power 150] (21/9 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: ----- def ----- Resists +9% temporal +3% nature +3% darkness Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 154 physical damage Puts all charms on 9 cooldown 100% to increase all damage by 12% for 2 turns. 100% to reduce fatigue by 23% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 17 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
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. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Small body, massive dick the Dwarf Writhing One level 19
29th Wealth 122nd year of Ascendancy at 04:11 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Small body, massive dick the Dwarf Writhing One level 24
20th Iron 123rd year of Ascendancy at 07:31 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Small body, massive dick the Dwarf Writhing One level 33
12nd Voratun 123rd year of Ascendancy at 18:49 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Small body, massive dick the Dwarf Writhing One level 22
5th Loss 122nd year of Ascendancy at 03:43 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Small body, massive dick the Dwarf Writhing One level 30
43rd Steel 123rd year of Ascendancy at 00:46 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Small body, massive dick the Dwarf Writhing One level 10
28th Voratun 122nd year of Ascendancy at 23:00 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Small body, massive dick the Dwarf Writhing One level 20
13rd Dearth 122nd year of Ascendancy at 14:42 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Small body, massive dick the Dwarf Writhing One level 30
39th Steel 123rd year of Ascendancy at 20:12 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Small body, massive dick the Dwarf Writhing One level 24
15th Shortage 122nd year of Ascendancy at 13:53 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Small body, massive dick the Dwarf Writhing One level 26
18th Steel 123rd year of Ascendancy at 12:59 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Small body, massive dick the Dwarf Writhing One level 15
28th Profit 122nd year of Ascendancy at 21:16 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Small body, massive dick the Dwarf Writhing One level 8
25th Voratun 122nd year of Ascendancy at 08:55 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Small body, massive dick the Dwarf Writhing One level 32
7th Stralite 123rd year of Ascendancy at 19:00 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Small body, massive dick the Dwarf Writhing One level 11
1st Acquisition 122nd year of Ascendancy at 00:01 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Small body, massive dick the Dwarf Writhing One level 32
7th Stralite 123rd year of Ascendancy at 04:12 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Small body, massive dick the Dwarf Writhing One level 25
21st Iron 123rd year of Ascendancy at 20:23 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Small body, massive dick the Dwarf Writhing One level 16
30th Profit 122nd year of Ascendancy at 03:51 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Small body, massive dick the Dwarf Writhing One level 35
28th Voratun 123rd year of Ascendancy at 23:08 see stats
Log
Talent Shed Skin is ready to use.
Small body, massive dick resists the teleport!
Isyssra the elder vampire's spatial tether hits Small body, massive dick for 133 temporal, 123 physical (256 total damage).
Small body, massive dick casts Shed Skin.
A shield forms around Small body, massive dick.
Talent Infusion: Healing is ready to use.
Your summoned decaying devourer disappears.
Your summoned decaying devourer disappears.
Your summoned decaying devourer disappears.
Your shield crumbles under the damage!
The shield around Small body, massive dick crumbles.
Small body, massive dick resists the teleport!
Isyssra the elder vampire's spatial tether hits Small body, massive dick for (133 absorbed), 0 temporal, (71 absorbed), 48 physical (48 total damage).
Small body, massive dick uses Infusion: Healing.
Small body, massive dick receives 250 healing from Infusion: Healing.
Small body, massive dick resists the teleport!
Isyssra the elder vampire's spatial tether hits Small body, massive dick for 125 temporal, 115 physical (240 total damage).
Small body, massive dick speeds up.
Small body, massive dick uses Infusion: Movement.
Small body, massive dick is moving at extreme speed!
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Small body, massive dick resists the teleport!
Isyssra the elder vampire's spatial tether hits Small body, massive dick for 125 temporal, 115 physical (240 total damage).
Small body, massive dick the level 35 dwarf writhing one was swiped to death by Isyssra the elder vampire on level 9 of Dreadfell.


































































































