










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! 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.
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:
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! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Wyrmic |
| Level / Exp | 21 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinudassra the hornet swarm at level 20 on the 37th Haze 122nd year of Ascendancy at 03:50 / 2Killed by Adedawen the dredge captain at level 21 on the 76th Haze 122nd year of Ascendancy at 13:27 |
| Antimagic | Follower |
Primary Stats
| Strength | 56 (base 49) |
| Dexterity | 11 (base 10) |
| Constitution | 11 (base 11) |
| Magic | 11 (base 10) |
| Willpower | 50 (base 42) |
| Cunning | 19 (base 10) |
Resources
| Life | -396/761 |
| Equilibrium | 190 |
| Healing Factor | 1.0097162075846 |
| Regeneration | 10.567508494523 |
Speed
| Mental | +2.90723440879% |
| Attack | +2.90723440879% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 15 |
| Lite | 6 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 26 |
| Crit Chance | 10% |
| APR | 2 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 5.5 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 7% |
| Speed | 0.97174897930653 |
Offense: Damage Bonus
| Acid | +6% |
| Nature | +10% |
| Darkness | +12% |
| Lightning | +10% |
| Mind | +10% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 46.08934837382 (81.151787968034%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 26 |
| Physical Save | 32 |
| Spell Save | 26 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Blight | + 11%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 26%( 70%) |
| All | + 5%( 70%) |
| Lightning | + 66%( 70%) |
| Temporal | + 10%( 70%) |
| Physical | + 17%( 70%) |
| Darkness | + 11%( 70%) |
| Fire | + 26%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Stun Resistance | 33% |
| Pinning Resistance | 22% |
| Knockback Resistance | 41% |
| Disarm Resistance | 72% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 230 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 17% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 142 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 571% 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 Strength stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You failed to protect the lone alchemist from death by Zubowen the cave bear. Escort: lone alchemist (level 2 of Norgos Lair) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Possessed. | done |
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. You have been shown a secret entrance to his stronghold. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within7 lumberjacks have died. | done |
Equipment
| On feet | Duskbraze the pair of rough leather boots (0 def, 3 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% darkness Apr +1 ----- def ----- Armour +3 Resists +6% lightning +5% temporal Die.at -60.00 life A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Ulfugund the rough leather cap (5 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +1% Resists +6% blight +3% fire Max.HP +80.00 Stun/Frz- +10% ---------- misc Infravis +2 A cap made of leather. |
| Tool | The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
| On fingers | Betaldana0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Mind.pwr +15 (+5 eff.) ----- def ----- Defense +20 (+9 eff.) Resists +2% physical Mind.save +3 (+1 eff.) Max.HP +20.00 Disarm- +22% Pinning- +22% Knockbk- +20% ---------- misc Equi/ret +0.08 Rings make your fingers look great! |
| On fingers | psionicist's copper ring of nature (+20%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Mind.save +4 (+2 eff.) Rings make your fingers look great! |
| Around waist | Voryrassra the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +6 Str dps ---------- Melee Ret 2 mind ----- def ----- Armour +14 Defense +10 (+5 eff.) Stealth +8 Die.at -40.00 life A belt that goes around your waist. |
| In main hand | Blasttouch (14-22 power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Disrupt Power 14.5 - 21.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +8 darkness +16 lightning While equipped: dps ---------- Dmg.mod +6% acid +3% darkness ----- def ----- Resists +12% acid +6% darkness +12% lightning +12% fire +13% cold +5% all Spell.save +7 (+4 eff.) Massive two-handed battleaxes. |
| On hands | Boketar the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Crit.mult +10.00% Phys.pwr +20 (+6 eff.) Res.pen +5% physical Acc +7 (+3 eff.) Melee Ret 4 mind ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+3 eff.) Mind.save +7 (+3 eff.) Disarm- +26% ---------- misc Equi/ret +0.12 Max.psi +20.00 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 | Eridig the steel plate armour (0 def, 13 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +7% acid +10% physical +5% cold +38% lightning +5% fire Disarm- +24% Stun/Frz- +23% Knockbk- +21% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
| Cloak | enveloping linen cloak of implacability (7 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Defense +7 (+3 eff.) Phys.save +12 (+6 eff.) Mind.save +6 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.6 Pwr.cost 35 out of 17/35. 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 275 (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. |
Inventory
copper amulet 'Flamedeath'0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +11 (+3 eff.) Phys.spd +10% Dmg.mod +6% physical Acc +30 (+13 eff.) Apr +1 Melee Ret 6 fire ----- def ----- Armour +4 Die.at -40.00 life Amulets make your neck look great! |
restful copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
psionicist's copper ring of frost (+20%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Mind.save +4 (+2 eff.) Rings make your fingers look great! |
iron battleaxe (14-21 power, 1 apr)3.0 T1 battleaxe 2H weapon [Normal] Power 14.0 - 21.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
thought-forged iron greatsword of erosion (14-22 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Nature/Psionic Power 13.5 - 21.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +7 nature +10 mind On Hit: * 16% chance to reduce all saves and defense by 29 While equipped: Stats +2 Cun +2 Wil Massive two-handed swords. |
iron longsword 'Daimylechak' (12-16 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +5 Cun dps ---------- Res.pen +6% physical Acc +6 (+3 eff.) Apr +7 Melee Ret 6 acid ----- def ----- Resists +3% cold Max.HP +20.00 Confus- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Sharp, long, and deadly. |
mossy mindstar 'Aerelin' (2-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +2 Dex +8 Cun +4 Con dps ---------- Mind.crit +1% Crit.mult +8.00% Mind.pwr +2 (+0 eff.) ---------- misc See.Invis +9 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. |
steady rough leather sling of cold4.0 T1 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +7 cold While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +10% cold Acc +6 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
Obsidiantide (10-12 power, 2 apr, arcane element)5.0 T1 staff 2H weapon [Rare] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+2 eff.) Dmg.mod +10% arcane +15% temporal Res.pen +25% acid On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% darkness ---------- misc Mana/turn +0.13 Max.mana +35.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Poliwyn1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Melee Ret 4 mind ----- def ----- Resists +3% blight Spell.save +6 (+3 eff.) HP.reg +2.00 Silence- +20% ---------- misc Max.psi +10.00 Light +2 Size +1 A belt that goes around your waist. |
grounding rough leather belt of the giants1.0 T1 belt armor [Ego] Nature/Master While equipped: dps ---------- Phys.pwr +2 (+0 eff.) ----- def ----- Resists +6% lightning +5% temporal Spell.save +5 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Radianceidol the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +4 (+2 eff.) Apr +4 Melee Ret 4 light On Hit (Melee): * 10% chance to slow global speed by 56% ----- def ----- Defense +1 (+0 eff.) Resists +3% acid +6% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Smolderrip the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +3 Cun +1 Con dps ---------- Dmg.mod +6% acid +3% fire +18% mind ----- def ----- Defense +1 (+0 eff.) Resists +6% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's linen cloak of mindcraft (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Master/Psionic While equipped: Stats +2 Dex +3 Wil +5 Cun dps ---------- Mind.crit +4% Acc +3 (+1 eff.) Apr +3 ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 30.40 to 38.00 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Xanera the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Crit.mult +15.00% Spell.pwr +5 (+2 eff.) Res.pen +20% mind Melee Ret 4 mind ----- def ----- Armour +3 Fatigue +2% Def/telep +15 Res/telep +15% Dur/telep +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +5% fire +5% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Eclipsespitter' (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Master While equipped: Stats +2 Str +3 Cun +4 Con dps ---------- Dmg.mod +9% darkness +9% arcane ----- def ----- Armour +3 Fatigue -5% Resists +6% darkness Phys.save +22 (+10 eff.) Mind.save +13 (+6 eff.) ---------- misc Max.enc +29 Rush: Puts all charms on 25 cooldown Level 3.9 Pwr.cost 25 out of 25/25. Range 9 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. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +10.00 A pair of boots made of leather. |
Amobers the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Cun +1 Wil dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 6 cold Dmg.mod +3% cold ----- def ----- Armour +1 Fatigue +1% Resists +6% cold Crit.chn- 15.00% 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. |
Eruledudor the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Mind.pwr +30 (+10 eff.) Res.pen +20% blight ----- def ----- Armour +2 Fatigue +3% HP.reg +4.00 ---------- misc Stam/turn +0.80 Psi/ret +0.12 Max.stam +10.00 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. |
umbral rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 darkness Dmg.mod +3% darkness Acc +10 (+5 eff.) ----- def ----- Armour +1 Resists +6% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aerysevea the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% arcane ----- def ----- Armour +1 Fatigue +1% Resists +12% mind +5% cold ---------- misc Breathe water A cap made of leather. |
Silikira the Tundrastar (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +3 Mag dps ---------- Res.pen +10% cold ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +3% mind +6% cold A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Wretchhash the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +10% mind ----- def ----- Armour +3 Fatigue +5% Resists +3% lightning +11% darkness +6% nature +11% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning +6% temporal A pointy cloth hat, very wizardly... |
linen wizard hat of lightning (+18%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Defense +1 (+0 eff.) Resists +18% lightning A pointy cloth hat, very wizardly... |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
cleansing iron mail armour of resilience (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +11% nature +10% blight Max.HP +20.00 A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
iron mail armour of lightning resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +15% lightning A suit of armour made of mail. |
cured leather armour 'Glitterbright' (6 def, 4 armour)9.0 T2 light armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Res.pen +10% mind Melee Ret 10 blight ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +12% blight +12% darkness +6% light ---------- misc Light +5 A suit of armour made of leather. |
Flarequench the steel plate armour (0 def, 11 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Dmg.mod +12% fire Res.pen +20% fire ----- def ----- Armour +11 Fatigue +22% Resists +3% cold Mind.save +14 (+7 eff.) Die.at -40.00 life Disarm- +20% A suit of armour made of metal plates. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
294 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. |
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. |
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 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
Tidewilder (dig speed 29 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +9% blight +6% temporal Res.pen +5% temporal +10% cold ----- def ----- Spell.save +12 (+6 eff.) ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 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. |
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.(107 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (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. |
ash totem of stinging 'Silyma' [power 194] (15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: ----- def ----- Resists +3% nature Disarm- +20% Sting an enemy dealing 213 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to reduce 1 talent cooldowns by 2. 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
5 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. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Micwyr the Higher Wyrmic level 18
18th Haze 122nd year of Ascendancy at 13:23 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Micwyr the Higher Wyrmic level 14
32nd Dusk 122nd year of Ascendancy at 16:34 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Micwyr the Higher Wyrmic level 10
4th Mirth 122nd year of Ascendancy at 14:18 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Micwyr the Higher Wyrmic level 20
35th Haze 122nd year of Ascendancy at 17:16 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Micwyr the Higher Wyrmic level 19
34th Haze 122nd year of Ascendancy at 20:25 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Micwyr the Higher Wyrmic level 7
78th Pyre 122nd year of Ascendancy at 07:57 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Micwyr the Higher Wyrmic level 10
9th Mirth 122nd year of Ascendancy at 15:50 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Micwyr the Higher Wyrmic level 16
45th Dusk 122nd year of Ascendancy at 04:43 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Micwyr the Higher Wyrmic level 20
37th Haze 122nd year of Ascendancy at 03:50 see stats
Log
Adedawen the dredge captain uses Sleep.
Micwyr has been put to sleep.
Micwyr is suffering from insomnia.
Talent Infusion: Regeneration is ready to use.
Talent Acidic Spray is ready to use.
Wasting from Adedawen the dredge captain hits Micwyr for 6 temporal damage.
Adedawen the dredge captain uses Mind Sear.
Adedawen the dredge captain hits Micwyr for 48 mind damage.
Micwyr is no longer sleeping.
Micwyr is free from the hex.
Wasting from Adedawen the dredge captain hits Micwyr for 7 temporal damage.
Adedawen the dredge captain uses Psychic Lobotomy.
Micwyr higher mental functions have been imparied.
Adedawen the dredge captain hits Micwyr for 41 mind damage.
Micwyr is confused and fails to use Infusion: Regeneration.
Adedawen the dredge captain retunes the fabric of spacetime.
Micwyr stops wasting away.
Micwyr is no longer suffering from insomnia.
Micwyr speeds up.
Adedawen the dredge captain is not dazed anymore.
Adedawen the dredge captain calms down.
Adedawen the dredge captain slows down.
Adedawen the dredge captain uses Mind Sear.
Adedawen the dredge captain converts some damage to Psi!
The Jolt hits Adedawen the dredge captain for 68 to psi, 99 lightning (167 total damage).
Adedawen the dredge captain hits Micwyr for 276 mind damage.
Micwyr the level 21 higher wyrmic was psyched to death by Adedawen the dredge captain on level 1 of Daikara.
Adedawen the dredge captain is dazed!







































































































