








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Doomelf |
| Class | Brawler |
| Level / Exp | 25 / 40% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 21 (base 13) |
| Dexterity | 59 (base 55) |
| Constitution | 26 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 62 (base 49) |
Resources
| Life | 817/817 |
| Mana | 179/179 |
| Stamina | 200/200 |
| Healing Factor | 1.1316586254954 |
| Regeneration | 4.8095491583554 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 36.889385242605 |
| See Invisible | 36.889385242605 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 85 |
| Accuracy | 53 |
| Crit Chance | 24% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Fire | +12% |
| Nature | +15% |
| Cold | +9% |
| Physical | +11% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Cold | +5% |
| Fire | +10% |
| Light | +5% |
Defense: Base
| Armour (hardiness) | 31 (80.65183292883%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 28 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Arcane | + 21%( 70%) |
| Cold | + 17%( 70%) |
| All | + 17%( 70%) |
| Lightning | + 24%( 70%) |
| Temporal | + 24%( 70%) |
| Physical | + 28%( 70%) |
| Darkness | + 24%( 70%) |
| Fire | + 29%( 70%) |
| Nature | + 44%( 70%) |
Defense: Immunities
| Stun Resistance | 42% |
| Bleed Resistance | 20% |
| Confusion Resistance | 10% |
| Silence Resistance | 40% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| 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 188 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 20 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. |
| 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 physical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 598% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Striking Stance |
| talent | Premonition |
| talent | Chant of Fortress |
| talent | Corruption of the Doomed |
| beneficial effect | Countering melee attacks: Has a 19% chance to get an automatic counter attack when avoiding a melee attack. (1.9 counters remaining) Counter Attacking |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)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 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
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 orc heart. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed black mamba head. 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 bear paw. * You've found the needed pouch of bone giant dust. * You've found the needed ice wyrm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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 xorn fragment. * You've found the needed warg claw. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | 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! 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 'Heatwarden' (5 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mov.spd +10% Dmg.mod +12% fire Res.pen +10% fire ----- def ----- Armour +4 Defense +5 (+2 eff.) Fatigue -3% Resists +3% lightning +3% fire +6% darkness Die.at -80.00 life Max.HP +36.00 ---------- misc Stam/turn +0.40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | dwarven-steel gauntlets 'Tenik' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str dps ---------- Crit.mult +20.00% Phys.pwr +25 (+8 eff.) Apr +3 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Fatigue +3% ---------- misc Stam/turn +3.00 Unarmed combat: Power 133% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Kilebers the Flarespike (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +1 (+0 eff.) Resists +6% fire Mind.save +6 (+2 eff.) Die.at -40.00 life Max.HP +100.00 Cut- +20% A pointy cloth hat, very wizardly... |
| Tool | Issaldir the ash wand of lightning storm [power 182] (13 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: ----- def ----- Armour +4 Resists +9% acid +5% arcane +3% nature Silence- +20% Stun/Frz- +20% Create a radius 3 storm for 5 turns. Each turn, creatures within take 36 lightning damage and will be dazed for 1 turn (182 total damage) Puts all charms on 13 cooldown 100% to heal for 48. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | marksman's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
| On fingers | savior's gold ring of the mountain (+11%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Resists +11% physical Phys.save +8 (+4 eff.) Spell.save +9 (+4 eff.) Mind.save +6 (+2 eff.) Rings make your fingers look great! |
| Around neck | Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 215 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| Light source | Hailreign the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +9% cold Res.pen +5% light +5% cold ----- def ----- Max.HP +40.00 Silence- +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. |
| Cloak | cashmere cloak 'Boltvalor' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +2 (+1 eff.) Resists +6% lightning +6% fire +3% darkness +9% temporal Spell.save +6 (+3 eff.) Max.HP +37.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Inventory
wild infusion (res 17%; mental, magical; dur 2; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 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 and magical effect and reduce all damage taken by 17% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 165 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. |
Arylrariatta0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +6 Str +6 Dex +5 Wil dps ---------- Spell.pwr +5 (+5 eff.) Dmg.mod +9% blight Res.pen +15% arcane Melee Ret 8 temporal ---------- misc Max.mana +80.00 Amulets make your neck look great! |
insulating steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% fire +11% cold Amulets make your neck look great! |
Blazekiller the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +2 Dex dps ---------- Dmg.mod +12% lightning +12% fire ----- def ----- Resists +24% lightning +12% acid ---------- misc Light +3 See.Invis +6 Rings make your fingers look great! |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Frigidquarry the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Mag ----- def ----- Resists +1% physical +9% light +3% cold Max.HP +21.00 Disarm- +22% Pinning- +22% Knockbk- +22% Rings make your fingers look great! |
Ivytha the Burngasher0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Res.pen +20% mind +15% fire Acc +7 (+3 eff.) ----- def ----- Resists +9% blight +9% fire +3% mind Rings make your fingers look great! |
Rholar0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +3 Cun dps ---------- Spell.pwr +15 (+11 eff.) Mind.pwr +15 (+6 eff.) Res.pen +15% arcane Phasing +30% ----- def ----- Blind- +30% ---------- misc Mana/s.crit +2.00 Infravis +4 See.Stealth +10 See.Invis +13 Rings make your fingers look great! |
Urokan0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- Res.pen +10% mind ----- def ----- Resists +12% acid +15% fire +3% darkness +6% temporal Mind.save +10 (+4 eff.) Confus- +23% Rings make your fingers look great! |
Voidwish the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% lightning Res.pen +5% darkness +10% cold Melee Ret 6 mind ----- def ----- Resists +20% lightning +3% cold +3% darkness Rings make your fingers look great! |
marksman's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +4 Dex dps ---------- Acc +15 (+5 eff.) Apr +8 ----- def ----- Defense +10 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
mule's gold ring of darkness (+26%)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +13% darkness ----- def ----- Fatigue -5% Resists +26% darkness ---------- misc Max.enc +20 Rings make your fingers look great! |
rogue's steel ring of fire (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +11% fire ----- def ----- Defense +8 (+3 eff.) Resists +22% fire Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring of lightning (+20%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
titan's copper ring of clarity0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Confus- +21% Rings make your fingers look great! |
titan's gold ring of tenacity0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+4 eff.) Max.HP +25.00 Disarm- +22% Pinning- +29% Knockbk- +30% Rings make your fingers look great! |
treant's gold ring0.1 T3 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +7% nature +9% blight Poison- +10% Disease- +10% Rings make your fingers look great! |
steel mace of enduring (109% power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Nature Power 109% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +6 Con +7 Wil ----- def ----- Max.HP +34.00 Blunt and deadly. |
Arcrage1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +7 Lck dps ---------- Phys.crit +2.0% Dmg.mod +15% lightning Apr +4 ----- def ----- Armour +6 Stealth +7 ---------- misc T.Disarm +10 Infravis +4 A belt that goes around your waist. |
noble's hardened leather belt of the giants1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Phys.pwr +4 (+1 eff.) Against +15% Summoned ----- def ----- D.Red.from +20% Summoned Spell.save +7 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Islevena (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Mind.crit +2% Crit.mult +10.00% Dmg.mod +3% mind Melee Ret 8 mind ----- def ----- Defense +1 (+0 eff.) Resists +15% fire Mind.save +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
silk robe 'Gyletira' (0 def, 0 armour)2.0 T4 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +6 Cun dps ---------- Crit.mult +16.00% Spell.pwr +14 (+10 eff.) Dmg.mod +6% acid +20% cold +16% all Res.pen +10% mind On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Resists +12% acid +30% cold +13% all Mind.save +6 (+2 eff.) ---------- misc Hate/m.crit +4.00 Psi/m.crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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 (+0 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. |
pair of dwarven-steel boots 'Skybreaker' (0 def, 16 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.crit +4.0% Phys.pwr +5 (+2 eff.) Acc +20 (+7 eff.) Apr +6 Melee Ret 8 lightning ----- def ----- Armour +16 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Blizzardscar' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +6% fire +6% physical +12% cold ----- def ----- Armour +3 Fatigue +2% Resists +24% cold +12% fire ---------- 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. |
Glorena the Growpall (15 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% nature +6% physical Acc +8 (+3 eff.) Apr +2 ----- def ----- Armour +2 Defense +15 (+5 eff.) Phys.save +7 (+4 eff.) Mind.save +7 (+3 eff.) Disarm- +25% ---------- misc Stam/turn +1.00 Max.stam +30.00 Unarmed combat: Power 117% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +3 Crit +3.0% Atk.spd 125% On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's hardened leather gloves of spellstriking (0 def, 2 armour)1.0 T2 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Dex +3 Mag +5 Wil +3 Cun dps ---------- Spell.pwr +6 (+6 eff.) Melee+ 11 arcane Dmg.mod +5% arcane ----- def ----- Armour +2 Resists +6% arcane Phys.save +8 (+4 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 115% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +3 Crit +9.0% Atk.spd 125% Melee+ +8 arcane On Hit: 10% Set Up 3 On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +21 (+7 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+4 eff.) Mind.save +6 (+2 eff.) Disarm- +29% Unarmed combat: Power 122% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +14 Apr +9 Crit +14.0% Atk.spd 100% On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather cap 'Morningransom' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +6 Str +6 Dex dps ---------- Dmg.mod +3% light +3% fire ----- def ----- Armour +3 Fatigue +3% Resists +18% acid +5% arcane +9% darkness Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 60.6 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Arolaith the Sunwar (13 def, 6 armour)9.0 T3 light armor [Random Unique] Nature/Master While equipped: Stats +6 Str +5 Dex +2 Wil dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +6 Defense +13 (+4 eff.) Fatigue +8% Resists +11% blight +21% fire +15% darkness +15% light Phys.save +8 (+4 eff.) ---------- misc Light +3 A suit of armour made of leather. |
cured leather armour of the deep (6 def, 6 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +6 (+2 eff.) Fatigue +7% Resists +6% acid +5% cold ---------- misc Breathe water A suit of armour made of leather. |
7 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. |
184 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 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. |
12 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. |
12 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Shiverquick the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Mind.pwr +15 (+6 eff.) S.pwr/crit +4 Dmg.mod +9% blight ----- def ----- Fatigue -5% Resists +3% cold ---------- misc Mana/turn +0.04 Max.vim +10.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
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. |
10 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. |
Belora the Quenchrupture1.0 T3 lite [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +8 Defense +10 (+3 eff.) Resists +6% lightning +3% blight Mind.save +8 (+3 eff.) Max.HP +20.00 ---------- misc Light +4 See.Stealth +10 See.Invis +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Frostfurnace2.0 T1 lite [Rare] Arcane While equipped: Stats +1 Str +1 Wil +3 Con dps ---------- Melee Ret 11 fire ----- def ----- Resists +9% cold +5% fire Crit.chn- 10.00% ---------- misc Light +3 See.Invis +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. |
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.(71 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Ce'Nythra'2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Armour +6 Phys.save +6 (+3 eff.) Die.at -20.00 life Max.HP +40.00 Heal.mod +12% Stun/Frz- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Psionic Pull: Level 3.0 Pwr.cost 16 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 59 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
focusing steel torque of mindblast [power 155] (13 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 178 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
overpowered iron torque of psionic shield [power 43] (31 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 31 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of gale force 'Galesnake' [power 170] (13 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- S.pwr/crit +10 Res.pen +10% blight ----- def ----- Resists +18% lightning ---------- misc Mana/s.crit +2.00 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 189 physical damage Puts all charms on 13 cooldown 100% to increase all damage by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered ash totem of healing [power 296] (17 cooldown)2.0 T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 296 Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
16 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. |
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. |
6 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. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Akuma the Doomelf Brawler level 13
43rd Dusk 122nd year of Ascendancy at 16:39 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Akuma the Doomelf Brawler level 19
51st Haze 122nd year of Ascendancy at 22:02 see stats
Hell has no fury like a demon scorned! (Nightmare (Roguelike) difficulty)
Escaped the Searing Halls.By Akuma the Doomelf Brawler level 6
77th Pyre 122nd year of Ascendancy at 10:28 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Akuma the Doomelf Brawler level 10
18th Dusk 122nd year of Ascendancy at 21:53 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Akuma the Doomelf Brawler level 20
52nd Haze 122nd year of Ascendancy at 09:08 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Akuma the Doomelf Brawler level 20
1st Wintertide 123rd year of Ascendancy at 15:50 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Akuma the Doomelf Brawler level 19
50th Haze 122nd year of Ascendancy at 21:23 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Akuma the Doomelf Brawler level 13
35th Dusk 122nd year of Ascendancy at 19:14 see stats
The Restless Dead (Nightmare (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Akuma the Doomelf Brawler level 22
17th Regrowth 123rd year of Ascendancy at 07:37 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Akuma the Doomelf Brawler level 11
25th Dusk 122nd year of Ascendancy at 15:14 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Akuma the Doomelf Brawler level 20
2nd Regrowth 123rd year of Ascendancy at 23:35 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Akuma the Doomelf Brawler level 17
46th Haze 122nd year of Ascendancy at 19:23 see stats
Log
You gain 2.96 gold from the transmogrification of blighted hardened leather gloves of strength (+4) (0 def, 2 armour).
You gain 2.77 gold from the transmogrification of balanced steel waraxe (104% power, 3 apr).
You gain 4.35 gold from the transmogrification of vined mindstar of gales (85% power, 18 apr, mind damage).
You gain 4.48 gold from the transmogrification of truestriking steel dagger of erosion (105% power, 6 apr).
You gain 3.15 gold from the transmogrification of truestriking steel dagger (101% power, 6 apr).
You gain 2.95 gold from the transmogrification of balanced steel dagger (103% power, 6 apr).
You gain 0.55 gold from the transmogrification of shatter afflictions rune (absorb 20; cd 22).
You gain 1.82 gold from the transmogrification of acid wave rune of the psychic (damage 128; dur 4; cd 22).
There is a next level here (press '' or right click to use).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a previous level here (press '' or right click to use).
Ran for 28 turns (stop reason: at exit).
There is a next level here (press '' or right click to use).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a previous level here (press '' or right click to use).
Ran for 11 turns (stop reason: at exit).
There is a way to the next level here (press '' or right click to use).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 52 turns (stop reason: at exit).
There is a Very old halfling ruins here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.









































































































