










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 | Normal Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Writhing One |
| Level / Exp | 31 / 93% |
| Size | medium |
| Lifes / Deaths | Killed by orc high pyromancer at level 31 on the 10th Stralite 123rd year of Ascendancy at 21:43 / 2Killed by orc high pyromancer at level 31 on the 10th Stralite 123rd year of Ascendancy at 23:13 |
Primary Stats
| Strength | 36 (base 26) |
| Dexterity | 30 (base 22) |
| Constitution | 60 (base 54) |
| Magic | 80 (base 43) |
| Willpower | 21 (base 10) |
| Cunning | 18 (base 10) |
Resources
| Life | -178/1056 |
| Insanity | 87/100 |
| Healing Factor | 1.3300507772247 |
| Regeneration | 0.33251269430617 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
| See Stealth | 32.617305437452 |
| See Invisible | 54.617305437452 |
Offense: Mainhand
| Damage | 65 |
| Accuracy | 51 |
| Crit Chance | 4% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 64 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +4% |
| Mind | +17% |
| Fire | +6% |
| Cold | +9% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +35% |
| Fire | +40% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 36 (56.69962066283%) |
| Defense | 61 |
| Ranged Defense | 61 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 41 |
| Mental Save | 32 |
Defense: Resistances
| Lightning | + 17%( 70%) |
| Light | + 15%( 70%) |
| Darkness | + 31%( 70%) |
| Cold | + 29%( 70%) |
| Mind | + 23%( 70%) |
| Fire | + 29%( 70%) |
| All | + 12%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Pinning Resistance | 20% |
| Knockback Resistance | 20% |
| Disarm Resistance | 29% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| 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 653% 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 Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 164 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 80 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. |
Class Talents
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
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 killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 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 lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by skeleton warrior. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by orc necromancer. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved Dexterity 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 Prox 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 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: 171. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 has completed an elixir of the fox 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 honey tree root. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed wretchling eyeball. You have aided Agrimley the hermit in creating an elixir of focus. | 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! | done |
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 decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | pair of dwarven-steel boots 'Prismkiller' (0 def, 10 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Mag dps ---------- Spell.crit +2% Spell.pwr +20 (+5 eff.) Melee Ret 4 arcane ----- def ----- Armour +10 Fatigue +3% ---------- misc Light +3 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Greensteel'2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +5% mind +9% cold Melee Ret 2 nature ----- def ----- Resists +9% fire +3% light +3% darkness ---------- 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. |
| 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 (+4 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 | soothing dwarven-steel torque of psionic shield [power 65] (7/25 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 65 for 5 turns Puts all charms on 25 cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
| On fingers | conjurer's gold ring of tenacity0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +10 (+3 eff.) ----- def ----- Max.HP +25.00 Disarm- +29% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
| On fingers | wizard's steel ring of the mind (+12%)0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Dmg.mod +12% mind ----- def ----- Resists +12% mind Spell.save +8 (+3 eff.) Rings make your fingers look great! |
| Around waist | Gilerath the Boltburst1.0 T3 belt armor [Rare] Arcane While equipped: Stats +6 Str dps ---------- Spell.pwr +7 (+2 eff.) Melee Ret 2 lightning ----- def ----- Resists +6% lightning Crit.chn- 10.00% Mind.save +9 (+4 eff.) ---------- misc See.Invis +12 A belt that goes around your waist. |
| In main hand | hateful dwarven-steel mace of massacre (37-52 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Master/Psionic Power 37.0 - 51.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +8 darkness Against +7% Living Blunt and deadly. |
| On hands | Camegund the Furnacewire (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Melee+ 5 darkness Dmg.mod +4% darkness +6% fire Res.pen +10% darkness +15% fire Melee Ret 6 fire 4 darkness 2 cold ----- def ----- Armour +2 Fatigue +3% Resists +8% darkness +9% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
| Cloak | Fearfire Mantle (14 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+4 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
| Around neck | Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 1/60 The evilness of undeath radiates from this amulet. |
Inventory
healing infusion (heal 65; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 65 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 14; resist 23%; move 52%; dur 5; cd 20)0.1 rune scroll [Normal] 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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 23% all resistance, you move 52% faster, and you are invisible (power 14). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Breniregofang the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% ----- def ----- Resists +15% acid +13% temporal Spell.save +6 (+2 eff.) Pinning- +20% Knockbk- +22% ---------- misc Max.stam +30.00 Amulets make your neck look great! |
Fiery Choker0.1 T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% fire -5% cold ----- def ----- Resists +20% fire -20% cold Affinity +30% fire Blind- +40% On Spell Hit: 10% Volcano 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
protective gold amulet of constitution (+3)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +5 Defense +5 (+1 eff.) Res.Cap +4% all Phys.save +15 (+5 eff.) Amulets make your neck look great! |
stabilizing gold amulet of the eclipse0.1 T3 amulet jewelry [Ego+] Arcane/Nature While equipped: dps ---------- Melee+ 8 light 11 darkness Dmg.mod +6% light +7% darkness On Melee Ret: * 11% chance to reduce damage dealt by 12% * 6% chance to blind ----- def ----- Resists +14% temporal Pinning- +28% Knockbk- +22% Amulets make your neck look great! |
Ring of the Archlich0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+3 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
stralite longsword (32-45 power, 5 apr)3.0 T4 longsword 1H weapon [Normal] Power 32.0 - 44.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Sharp, long, and deadly. |
flaming dwarven-steel mace of massacre (35-49 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane/Master Power 35.0 - 49.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit.r1 +8 fire Blunt and deadly. |
Gloomsever the pulsing mindstar (13-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Random Unique] Nature/Psionic Power 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit.r1 +20 temporal On Hit: * 20% chance to reduce damage dealt by 12% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Melee+ 7 mind 9 darkness Dmg.mod +9% acid +8% physical +10% darkness +9% fire +4% mind +10% cold Res.pen +2% acid +2% physical +7% darkness +5% fire +5% cold ----- def ----- Resists +10% darkness Heal/summ +15 Blind- +12% ---------- misc Max.summ +2 Talents +1 Attune Mindstar Masteries +0.10 Cursed/Darkness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar of sand (14-15 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature Power 14.0 - 15.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Melee+ 8 physical Dmg.mod +11% physical Res.pen +8% physical ----- def ----- Resists +8% physical ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar of venom (14-15 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature Power 13.5 - 14.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Melee+ 11 acid Dmg.mod +10% acid Res.pen +9% acid ----- def ----- Resists +13% acid HP.reg +3.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
elven-wood starstaff (25-30 power, 5 apr, temporal element)5.0 T4 staff 2H weapon [Normal] Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +25% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
regal cashmere cloak of protection (2 def, 0 armour)2.0 T3 cloak armor [Ego] Arcane/Psionic While equipped: Stats +2 Wil ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+3 eff.) Mind.save +13 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wanderer's pair of hardened leather boots of rushing (0 def, 3 armour)2.0 T3 feet armor [Ego++] Master While equipped: Stats +3 Str +3 Cun +4 Con ----- def ----- Armour +3 Phys.save +14 (+5 eff.) Mind.save +18 (+8 eff.) Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
hardened leather cap of blood magic (0 def, 3 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.crit +3% Dmg.mod +11% blight +5% arcane ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
marauder's hardened leather armour of Eyal (13 def, 6 armour)9.0 T3 light armor [Ego++] Nature/Master While equipped: Stats +5 Str +4 Dex ----- def ----- Armour +6 Defense +13 (+3 eff.) Fatigue +8% Phys.save +8 (+3 eff.) Max.HP +25.00 HP.reg +3.00 Heal.mod +11% A suit of armour made of leather. |
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. |
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. |
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. |
3 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 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 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. |
Arynaridil the Deepscast (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +3 Mag dps ---------- Phys.pwr +5 (+2 eff.) ---------- misc Stam/turn +2.00 Max.stam +10.00 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% 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? |
5 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. |
4 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. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
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 Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 130% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 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. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 520.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
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. |
4 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. |
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. |
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. |
5 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. |
3 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
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Vior the Dwarf Writhing One level 24
2nd Loss 122nd year of Ascendancy at 18:55 see stats
Anti-Antimagic! (Roguelike)
Destroyed the Ziguranth camp with your Rhaloren allies.By Vior the Dwarf Writhing One level 29
28th Steel 123rd year of Ascendancy at 10:35 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Vior the Dwarf Writhing One level 31
16th Gold 123rd year of Ascendancy at 13:07 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Vior the Dwarf Writhing One level 30
12nd Gold 123rd year of Ascendancy at 23:37 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Vior the Dwarf Writhing One level 29
2nd Gold 123rd year of Ascendancy at 15:53 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Vior the Dwarf Writhing One level 26
2nd Shortage 122nd year of Ascendancy at 16:23 see stats
Earth Master (Roguelike)
Killed Harkor'Zun.By Vior the Dwarf Writhing One level 18
14th Wealth 122nd year of Ascendancy at 16:37 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Vior the Dwarf Writhing One level 19
21st Dearth 122nd year of Ascendancy at 03:22 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Vior the Dwarf Writhing One level 28
23rd Shortage 122nd year of Ascendancy at 09:00 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Vior the Dwarf Writhing One level 30
15th Gold 123rd year of Ascendancy at 01:45 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Vior the Dwarf Writhing One level 20
22nd Dearth 122nd year of Ascendancy at 14:43 see stats
Level 10 (Roguelike)
Got a character to level 10.By Vior the Dwarf Writhing One level 10
24th Voratun 122nd year of Ascendancy at 04:07 see stats
Level 20 (Roguelike)
Got a character to level 20.By Vior the Dwarf Writhing One level 20
22nd Dearth 122nd year of Ascendancy at 10:29 see stats
Level 30 (Roguelike)
Got a character to level 30.By Vior the Dwarf Writhing One level 30
6th Gold 123rd year of Ascendancy at 10:12 see stats
Poisonous (Roguelike)
Sided with the assassin lord.By Vior the Dwarf Writhing One level 25
22nd Loss 122nd year of Ascendancy at 19:38 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Vior the Dwarf Writhing One level 17
13rd Wealth 122nd year of Ascendancy at 19:35 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Vior the Dwarf Writhing One level 29
5th Gold 123rd year of Ascendancy at 07:04 see stats
That was close (Roguelike)
Killed your target while having only 1 life left.By Vior the Dwarf Writhing One level 19
22nd Dearth 122nd year of Ascendancy at 03:02 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Vior the Dwarf Writhing One level 11
25th Voratun 122nd year of Ascendancy at 00:40 see stats
The Restless Dead (Roguelike)
Disturbed an old battlefield and survived the consequences.By Vior the Dwarf Writhing One level 29
27th Steel 123rd year of Ascendancy at 17:24 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Vior the Dwarf Writhing One level 16
20th Profit 122nd year of Ascendancy at 22:46 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Vior the Dwarf Writhing One level 19
12nd Dearth 122nd year of Ascendancy at 13:49 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Vior the Dwarf Writhing One level 21
30th Dearth 122nd year of Ascendancy at 10:35 see stats
Unstoppable (Roguelike)
Returned from the dead.By Vior the Dwarf Writhing One level 31
10th Stralite 123rd year of Ascendancy at 21:43 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Vior the Dwarf Writhing One level 23
35th Dearth 122nd year of Ascendancy at 20:54 see stats
Log
Vior receives 2 healing from Bloated horror.
Vior hits Bloated horror for 15 fire damage.
Vior hits Orc high pyromancer for 20 fire damage.
Vior receives 3 healing from Orc high pyromancer.
Orc high pyromancer hits Vior for 79 fire damage.
Burning from Orc high pyromancer hits Vior for 74 fire damage.
Icy orc wyrmic calms down.
Bleeding from Vior hits Icy orc wyrmic for 7 physical damage.
Orc high pyromancer starts to bleed.
Orc high pyromancer is covered in black blood!
You collect a new ingredient: vial of wight ectoplasm (1).
Melee retaliation hits Vior for 4 healing, 10 cold (10 total damage) [4 healing].
Vior's defiled blood area effect hits Orc high pyromancer for 12 darkness, 3 darkness (15 total damage).
Vior's defiled blood area effect hits Lashing Tentacle for 10 darkness, 4 darkness (14 total damage).
Orc high pyromancer's cleansing fire area effect hits Lashing Tentacle for 29 fire damage.
Orc high pyromancer casts Flame.
Orc high pyromancer hits Vior for 42 healing, 97 fire (97 total damage) [42 healing].
Vior taps her Choker of Dread, summoning a vampire thrall!
Elder vampire uses Taunt.
Vior slows down.
Melee retaliation hits Vior for 4 healing, 10 cold (10 total damage) [4 healing].
Vior's defiled blood area effect hits Orc high pyromancer for 15 darkness, 2 darkness (17 total damage).
Burning from Orc high pyromancer hits Vior for 85 fire damage.
Vior the level 31 dwarf writhing one was roasted to death by an orc high pyromancer on level 2 of Vor Armoury.































































































