










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. No Escort Quests 1.3.0Prevents escort quests from being generated. Frequently Asked Questions: Items Vault 1.7.0Donators/Buyers bonus! Smarter Rest 1.7.6智能休息: Rest becomes smarter: Free Respec But only stats and talents 1.7.4Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats and talents freely at any time. based on Free Respec by youhei, which is based on Full Respecialization by Time to Die. Weight: 100 Superload: Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Automatic Talent Gambits 1.7.4Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: 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 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:
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 | Skeleton |
| Class | Bulwark |
| Level / Exp | 22 / 48% |
| Size | medium |
| Lifes / Deaths | Killed by Xanetha the greater telugoroth at level 22 on the 31st Pyre 123rd year of Ascendancy at 18:09 / 2Killed by Grand Corruptor at level 22 on the 50th Pyre 123rd year of Ascendancy at 20:58 |
Primary Stats
| Strength | 79 (base 51) |
| Dexterity | 39 (base 12) |
| Constitution | 49 (base 45) |
| Magic | 12 (base 10) |
| Willpower | 27 (base 10) |
| Cunning | 14 (base 10) |
Resources
| Life | 1/767 |
| Stamina | 72/236 |
| Healing Factor | 1.8532873839944 |
| Regeneration | 15.104292179554 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 89 |
| Accuracy | 26 |
| Crit Chance | 3% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Fire | +6% |
| Nature | +8% |
| Physical | +8% |
| Cold | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 61.08934837382 (81.151787968034%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 35 |
| Physical Save | 47 |
| Spell Save | 22 |
| Mental Save | 15 |
Defense: Resistances
| Light | + 30%( 70%) |
| Nature | + 23%( 70%) |
| Blight | + 7%( 70%) |
| Physical | + 6%( 70%) |
| Cold | + 20%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Disarm Resistance | 40% |
| Poison Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 298 damage for 3 turns. Its effects scale with your Strength stat. |
| 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 104 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 Strength 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 69 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 209 damage for 3 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have 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 ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed minotaur nose. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' 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 ant stinger. * You've found the needed ice wyrm tooth. * You've found the needed orc heart. 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 green worm. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed skeleton mage skull. | 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 within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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! | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(80 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Aeruthra the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +6 Dex +2 Mag +4 Wil ----- def ----- Armour +3 Fatigue +3% Resists +7% blight Mind.save +8 (+6 eff.) ---------- misc Light +3 Infravis +2 A cap made of leather. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Tool | Flameslicer the yew totem of healing [power 260] (8/15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +6% fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 10 ---------- misc Hate/m.crit +4.00 Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 15 cooldown 100% to reduce fatigue by 28% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-7 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 112.20 You won the Ring of Blood trial, and this is your reward. |
| Around neck | warrior's steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical Heal.mod +15% Cut- +50% ---------- misc Stam/turn +0.20 Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 196 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | dwarven-steel mace 'Bilegasher' (26-37 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Psionic Power 26.5 - 37.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +6 darkness Against +8% Living While equipped: ----- def ----- Armour +10 Defense +5 (+3 eff.) Resists +3% nature Die.at -40.00 life ---------- misc Max.stam +30.00 Blunt and deadly. |
| Around waist | Ragurab1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Defense +15 (+8 eff.) Phys.save +6 (+2 eff.) Die.at -80.00 life HP.reg +4.90 Heal.mod +13% Poison- +10% A belt that goes around your waist. |
| In off hand | shocking stralite shield (0 def, 8 armour, 47-56 power, 147 block)7.0 T4 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 47.0 - 56.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +147 While equipped: dps ---------- Melee+ 6 lightning Melee Ret 1 lightning ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+4 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | impenetrable steel plate armour of resilience (0 def, 17 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +17 Fatigue +22% Max.HP +22.00 A suit of armour made of metal plates. |
Inventory
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. |
blink rune (range 3; phase 10; cd 10)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 73; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 73 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
clarifying copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +10% mind Confus- +21% Amulets make your neck look great! |
Satyrspire the steel dagger (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 12.5 - 16.2 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +4 nature While equipped: Stats +1 Str +3 Con dps ---------- Mind.crit +5% Crit.mult +15.00% Res.pen +5% nature +5% all Acc +9 (+4 eff.) Apr +9 ---------- misc Equi/ret +0.04 Sharp, short and deadly. |
Cyrorawe the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Dex +3 Mag +5 Con +8 Lck ----- def ----- Armour +3 Stealth +8 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/s.crit +1.00 Max.mana +80.00 A pair of boots made of leather. |
Saleta (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Crit.mult +10.00% Res.pen +20% blight On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Armour +3 Resists +5% arcane +6% fire Spell.save +3 (+2 eff.) Confus- +20% Rush: Puts all charms on 25 cooldown Level 1.3 Pwr.cost 25 out of 25/25. Range 6 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. |
Nerygathra the steel plate armour (0 def, 15 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +2 Mag dps ---------- Spell.crit +4% Dmg.mod +9% arcane ----- def ----- Armour +15 Fatigue +17% Phys.save +8 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 A suit of armour made of metal plates. |
Ce'Nuwen the dwarven-steel shield (0 def, 6 armour, 32-38 power, 82 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 32.0 - 38.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +82 Melee+ +8 mind While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +3% blight +3% fire +18% cold Phys.save +6 (+2 eff.) Die.at -20.00 life Disarm- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
56 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. |
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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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? |
Turirebers the Tundraclamor2.0 T1 lite [Rare] Master While equipped: ----- def ----- Defense +10 (+5 eff.) Resists +9% nature +9% cold Mind.save +3 (+3 eff.) Heal.mod +20% Stun/Frz- +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. |
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. |
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. |
Elenalelar the Deepsgasher [power 240] (8/15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +20% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Resists +9% nature Blast the opponent's mind dealing 240 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Cloudwilter [power 182] (8/15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +2 Wil dps ---------- Crit.mult +20.00% Mind.pwr +15 (+8 eff.) Dmg.mod +3% lightning ----- def ----- Resists +9% lightning ---------- misc Max.hate +4.00 See.Invis +3 Sting an enemy dealing 197 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 48. Natural totems are made by powerful wilders to store nature power. |
ash totem of stinging [power 182] (8/15 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 197 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
ash totem of summon tentacle [power 145] (8/25 cooldown)2.0 T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 299 Base Damage: 145 Armor: 7 All Resist: 7 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
ash totem of summon tentacle [power 160] (8/25 cooldown)2.0 T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 338 Base Damage: 169 Armor: 9 All Resist: 2 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
cleansing ash totem of thorny skin [power 27] (8/20 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
extending ash totem of healing [power 194] (8/15 cooldown)2.0 T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
extending ash totem of healing [power 194] (8/15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
elm wand of lightning storm 'Rimerune' [power 110] (8/15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% acid Res.pen +15% cold ----- def ----- Resists +9% lightning Spell.save +3 (+2 eff.) Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Puts all charms on 15 cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Lahkerghan's Second Basta the Skeleton Bulwark level 19
73rd Regrowth 123rd year of Ascendancy at 06:54 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Lahkerghan's Second Basta the Skeleton Bulwark level 14
4th Regrowth 123rd year of Ascendancy at 18:08 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Lahkerghan's Second Basta the Skeleton Bulwark level 17
43rd Regrowth 123rd year of Ascendancy at 17:17 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Lahkerghan's Second Basta the Skeleton Bulwark level 17
43rd Regrowth 123rd year of Ascendancy at 15:44 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Lahkerghan's Second Basta the Skeleton Bulwark level 21
21st Pyre 123rd year of Ascendancy at 14:24 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Lahkerghan's Second Basta the Skeleton Bulwark level 10
61st Dusk 122nd year of Ascendancy at 07:41 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Lahkerghan's Second Basta the Skeleton Bulwark level 20
73rd Regrowth 123rd year of Ascendancy at 16:37 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Lahkerghan's Second Basta the Skeleton Bulwark level 22
31st Pyre 123rd year of Ascendancy at 18:07 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Lahkerghan's Second Basta the Skeleton Bulwark level 10
64th Dusk 122nd year of Ascendancy at 16:21 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Lahkerghan's Second Basta the Skeleton Bulwark level 13
1st Decay 122nd year of Ascendancy at 13:27 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Lahkerghan's Second Basta the Skeleton Bulwark level 17
42nd Regrowth 123rd year of Ascendancy at 11:15 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Lahkerghan's Second Basta the Skeleton Bulwark level 19
70th Regrowth 123rd year of Ascendancy at 23:41 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Lahkerghan's Second Basta the Skeleton Bulwark level 22
31st Pyre 123rd year of Ascendancy at 18:09 see stats
Log
Weakness Disease from Grand Corruptor hits Lahkerghan's Second Basta for (62 absorbed), 9 blight (9 total damage).
Decrepitude Disease from Grand Corruptor hits Lahkerghan's Second Basta for (62 absorbed), 9 blight (9 total damage).
Grand Corruptor casts Cyst Burst.
Your shield crumbles under the damage!
The shield around Lahkerghan's Second Basta crumbles.
Grand Corruptor hits Lahkerghan's Second Basta for (2 absorbed), 311 blight (311 total damage).
The rod emits a strange noise, glows briefly and returns to normal.
Lahkerghan's Second Basta activates Shield Wall.
Lahkerghan's Second Basta HEALS from fire damage!
Grand Corruptor hits Lahkerghan's Second Basta for 116 fire, 69 healing (116 total damage) [69 healing].
Talent Rune: Shatter Afflictions is ready to use.
Rotting Disease from Grand Corruptor hits Lahkerghan's Second Basta for 53 blight damage.
Weakness Disease from Grand Corruptor hits Lahkerghan's Second Basta for 72 blight damage.
Decrepitude Disease from Grand Corruptor hits Lahkerghan's Second Basta for 72 blight damage.
Grand Corruptor casts Soul Rot.
Lahkerghan's Second Basta casts Rune: Shatter Afflictions.
Lahkerghan's Second Basta is free from the rotting disease.
A shield forms around Lahkerghan's Second Basta.
You are unable to move!
Ran for 1 turns (stop reason: didn't move).
Your shield crumbles under the damage!
The shield around Lahkerghan's Second Basta crumbles.
Grand Corruptor's Soul Rot hits Lahkerghan's Second Basta for (80 absorbed), 181 blight (181 total damage).
Lahkerghan's Second Basta is free from the decrepitude disease.
Weakness Disease from Grand Corruptor hits Lahkerghan's Second Basta for 60 blight damage.
Grand Corruptor casts Bone Spear.
Grand Corruptor hits Lahkerghan's Second Basta for 203 physical damage.
Lahkerghan's Second Basta the level 22 skeleton bulwark was squished to death by Grand Corruptor on level 2 of Mark of the Spellblaze.






































































