










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! 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! 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Drem |
| Class | Wanderer |
| Level / Exp | 24 / 3% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinuma the copperhead snake at level 22 on the 12nd Stralite 124th year of Ascendancy at 05:00 / 2Killed by Neriwe the tiger at level 24 on the 41st Profit 124th year of Ascendancy at 12:17 |
Primary Stats
| Strength | 18 (base 15) |
| Dexterity | 45 (base 38) |
| Constitution | 20 (base 12) |
| Magic | 61 (base 45) |
| Willpower | 26 (base 14) |
| Cunning | 26 (base 20) |
Resources
| Mana | 23/344 |
| Negative | 94/119 |
| Life | -88/719 |
| Positive | 119/119 |
| Paradox | 311 |
| Hate | 41/100 |
| Healing Factor | 1.1870588855781 |
| Regeneration | 8.6061769204412 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | -1.1102230246252E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 41 |
| Crit Chance | 11% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 55 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +28% |
| Darkness | +24% |
| Light | +54% |
| Fire | +30% |
| Cold | +21% |
| Arcane | +24% |
| Mind | +21% |
| All | +18% |
Offense: Damage Penetration
| Lightning | +15% |
| Light | +10% |
| Temporal | +12% |
| Blight | +15% |
| Arcane | +6% |
| Darkness | +12% |
Defense: Base
| Armour (hardiness) | 12 (51.69962066283%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 25 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 20%( 70%) |
| Blight | + 31%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 18%( 70%) |
| All | + 12%( 70%) |
| Darkness | + 26%( 70%) |
| Light | + 60%( 70%) |
| Temporal | + 28%( 70%) |
| Physical | + 16%( 70%) |
| Mind | + 15%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Knockback Resistance | 40% |
| Stun Resistance | 21% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 32% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 283 damage for 5 turns. Its effects scale with your Magic 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 94 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: 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 526% 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 Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 324 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Steamtech / Magnetism | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Cursed / Shadows | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Poisons | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Hounds | 1.20 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Rime wraith | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Engineering | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Hymns | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the injured seer from death by Another Crap Roll?. Escort: injured seer (level 2 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Another Crap Roll?. Escort: lone alchemist (level 2 of Norgos Lair) | failed |
You failed to protect the lone alchemist from death by Vorariath the white wolf. Escort: lone alchemist (level 3 of Old Forest) | failed |
You abandoned lost defiler, to death. Escort: lost defiler (level 1 of Heart of the Gloom) | failed |
You failed to protect the worried loremaster from death by dread. Escort: worried loremaster (level 1 of Dreadfell) | failed |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 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 must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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 avoidance. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed xorn fragment. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' 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 honey tree root. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed vial of elder vampire blood. 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 hummerhorn wing. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within15 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | Layama the pair of hardened leather boots (5 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Res.pen +12% darkness +12% temporal ----- def ----- Armour +3 Defense +5 (+1 eff.) Resists +18% temporal +13% darkness +3% blight +9% fire +1% physical Max.HP +60.00 Def/telep +25 Res/telep +25% Dur/telep +27% A pair of boots made of leather. |
| 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.(78 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Furnacereaper (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% fire Res.pen +5% blight Phasing +20% Melee Ret 2 arcane 4 temporal ----- def ----- Armour +3 Fatigue +5% Resists +7% cold ---------- misc Vim/s.crit +1.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | overpowered dwarven-steel torque of psionic shield [power 125] (18/38 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 125 for 5 turns Puts all charms on 38 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring 'Lightningtreason'0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% nature +3% fire Res.pen +15% lightning ----- def ----- Resists +9% acid +3% darkness +6% blight +20% nature +5% arcane Rings make your fingers look great! |
| On fingers | Glowpassion0.1 T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Mag +5 Wil +4 Con dps ---------- Spell.pwr +7 (+2 eff.) ----- def ----- Resists +9% light +3% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Stun/Frz- +21% Rings make your fingers look great! |
| 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. |
| In main hand | cruel yew starstaff (20-24 power, 4 apr, light element)5.0 T3 staff 2H weapon [Ego] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Crit.mult +12.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | dwarven-steel gauntlets 'Jettide' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Melee+ 10 light Dmg.mod +6% light +6% darkness ----- def ----- Armour +2 Fatigue +3% Resists +3% physical +10% light +3% mind Max.HP +20.00 HP.reg +2.00 Disease- +10% Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 20% Searing Light 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Emalratira the Kindletrial (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +24 (+7 eff.) Dmg.mod +3% mind +18% all Res.pen +10% light ----- def ----- Resists +6% light +9% all ---------- misc Mana/turn +0.17 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak 'Shiverjeer' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Cun dps ---------- Spell.crit +3% Crit.mult +11.00% Spell.pwr +4 (+1 eff.) Dmg.mod +6% arcane +3% cold Res.pen +6% arcane +10% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 27 ----- def ----- Defense +1 (+0 eff.) Resists +12% blight ---------- misc Max.mana +26.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Emelulekira the steel amulet0.1 T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Dex +4 Mag +3 Wil +4 Cun +3 Con +8 Lck dps ---------- Mov.spd +10% Acc +9 (+3 eff.) ----- def ----- Defense +7 (+2 eff.) Fatigue -5% Crit.chn- 5.00% Unseen.red 12% HP.reg +2.00 ---------- misc Stam/turn +0.40 Infravis +1 Amulets make your neck look great! |
Inventory
Armethad0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.crit +3.0% ----- def ----- Armour +2 Resists +11% fire +11% cold Phys.save +9 (+4 eff.) Amulets make your neck look great! |
grounding gold amulet of cunning (+3)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +14% lightning Stun/Frz- +31% Amulets make your neck look great! |
warrior's steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Forestwyrd the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +3% lightning Res.pen +5% nature Melee Ret 2 nature ----- def ----- Resists +6% lightning Max.HP +23.00 Disarm- +21% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +21.00 Disarm- +20% Pinning- +21% Knockbk- +21% Rings make your fingers look great! |
warrior's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Max.HP +22.00 Disarm- +21% Pinning- +22% Knockbk- +20% Rings make your fingers look great! |
steel dagger 'Getizilarion' (14-18 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Master/Psionic Power 13.5 - 17.6 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 darkness Against +6% Living On Crit: * Wound the target dealing 56 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +1 Wil +2 Con dps ---------- Phys.crit +5.0% Spell.crit +5% Phys.pwr +11 (+6 eff.) Res.pen +6% physical ----- def ----- Poison- +10% Disarm- +10% ---------- misc Max.mana +40.00 Sharp, short and deadly. |
thought-forged steel dagger of massacre (19-25 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master/Psionic Power 19.0 - 24.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 mind On Hit: * 12% chance to reduce all saves and defense by 17 While equipped: Stats +2 Cun +1 Wil Sharp, short and deadly. |
steel greatsword 'Bokaharalen' (24-39 power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Nature/Master Power 24.5 - 39.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 nature On Hit.r1 +4 mind On Hit: * 10% chance to reduce all saves and defense by 17 While equipped: Stats +6 Str +7 Dex +7 Mag +7 Wil +7 Cun +7 Con dps ---------- Res.pen +9% physical Acc +7 (+2 eff.) Apr +9 ---------- misc Infravis +3 See.Invis +3 Massive two-handed swords. |
Halylebar the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% mind Res.pen +5% mind Melee Ret 6 mind ----- def ----- Resists +6% light +15% fire HP.reg +1.30 Heal.mod +16% A belt that goes around your waist. |
Skyhunter1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +3% lightning Res.pen +10% lightning ----- def ----- Resists +6% lightning Max.HP +32.00 ---------- misc Max.hate +4.00 A belt that goes around your waist. |
Venomwisp1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Cun +4 Wil dps ---------- Dmg.mod +3% mind Melee Ret 2 nature ----- def ----- Resists +6% fire +3% mind +6% cold ---------- misc Equi/ret +0.12 A belt that goes around your waist. |
grounding rough leather belt of transcendence1.0 T1 belt armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Resists +5% lightning +5% temporal Phys.save +6 (+3 eff.) A belt that goes around your waist. |
Serpentine Cloak (20 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+6 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +1 Mag +2 Wil ----- 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. |
thick linen cloak (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
woollen robe 'Rimecrypt' (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +4 Str +4 Mag +5 Wil dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +15% lightning +11% physical +7% cold On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Resists +21% lightning +17% cold +9% all Mind.save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Floebreak the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +2 Dex +3 Con dps ---------- Mov.spd +10% Melee Ret 8 temporal ----- def ----- Armour +3 Fatigue -6% Resists +6% cold Phys.save +9 (+4 eff.) Max.HP +38.00 ---------- misc Stam/turn +0.50 A pair of boots made of leather. |
Layurinor the Kilnwitch (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +3% fire ----- def ----- Armour +3 Fatigue +2% Resists +6% mind +3% fire Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) HP.reg +4.00 Stun/Frz- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lighttrail the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Str +2 Dex +1 Con ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +5% temporal Die.at -20.00 life ---------- misc Stam/turn +2.00 Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of rough leather boots (0 def, 3 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 ---------- misc Infravis +1 A pair of boots made of leather. |
pair of iron boots 'Delakor' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Str +2 Con dps ---------- Dmg.mod +3% acid ----- def ----- Armour +3 Fatigue +2% HP.reg +3.00 Heal.mod +11% ---------- misc Infravis +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 rough leather boots 'Blizzardworth' (0 def, 11 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +2 Cun dps ---------- Melee Ret 6 cold ----- def ----- Armour +11 Crit.chn- 5.00% Silence- +21% Confus- +20% Stun/Frz- +23% ---------- misc Light +2 A pair of boots made of leather. |
Nothel (0 def, 8 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Crit.mult +15.00% Melee+ 11 darkness Dmg.mod +6% darkness +9% physical Res.pen +15% physical ----- def ----- Armour +8 Fatigue +3% Resists +8% darkness ---------- misc Max.stam +30.00 Unarmed combat: Power 17.0 - 23.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 20% Moonlight Ray 3 On Hit: * 8% chance to reduce damage dealt by 14% Metal gloves protecting the hands up to the middle of the lower arm. |
Radiancequeen the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 8 fire Dmg.mod +5% fire Res.pen +10% light ----- def ----- Armour +2 Fatigue +3% Resists +9% acid +6% temporal +3% light +6% fire +3% nature Unarmed combat: Power 18.5 - 25.9 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +6 fire On Hit: 10% Fire Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Aerigathra the Jetslicer (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% cold +21% darkness +11% physical Res.pen +10% cold ----- def ----- Defense +1 (+0 eff.) Resists +11% physical +9% darkness +3% cold A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 29.98 to 89.95 lightning damage (59.97 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Ebonyrigor the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Wil +2 Cun +4 Con dps ---------- Dmg.mod +13% nature +3% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- Defense +2 (+0 eff.) Resists +19% nature +12% darkness A pointy cloth hat, very wizardly... |
Polinor (0 def, 12 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% physical ----- def ----- Armour +12 Fatigue +4% Resists +21% nature +6% light +9% mind Spell.save +6 (+3 eff.) Max.HP +50.00 Heal.mod +14% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Searspawn (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +3% fire Spell.save +9 (+5 eff.) Silence- +10% Stun/Frz- +10% A cap made of leather. |
iron helm 'Glorura' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Wil +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +6% light +3% temporal Crit.chn- 5.00% Stun/Frz- +20% ---------- misc Equi/ret +0.04 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Brightpeal' (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Str +3 Cun +6 Con dps ---------- Res.pen +15% fire ----- def ----- Defense +1 (+0 eff.) Resists +6% fire Mind.save +6 (+3 eff.) ---------- misc Light +1 A pointy cloth hat, very wizardly... |
Belinor (16 def, 6 armour)9.0 T3 light armor [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +4 Str +9 Dex +5 Mag +9 Wil +10 Cun dps ---------- Mov.spd +20% Res.pen +25% blight Melee Ret 4 arcane ----- def ----- Armour +6 Defense +16 (+5 eff.) Fatigue +8% Resists +5% arcane Mind.save +15 (+8 eff.) Max.HP +42.00 A suit of armour made of leather. |
cured leather armour 'Arthelar' (10 def, 5 armour)9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +3 Dex dps ---------- Mov.spd +20% Dmg.mod +6% blight Melee Ret 4 blight ----- def ----- Armour +5 Defense +10 (+3 eff.) Fatigue +7% Resists +7% acid +17% fire +8% cold ---------- misc Mana/turn +0.12 Breathe water A suit of armour made of leather. |
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. |
460 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 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. |
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 (+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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (0/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 1/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
steel torque of mindblast 'Brandbender' [power 210] (18/18 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +5 Dex +3 Wil ----- def ----- Resists +3% fire Blast the opponent's mind dealing 254 mind damage and silencing them for 4 turns Puts all charms on 18 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
yew totem of stinging 'Voidedge' [power 248] (18/15 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Melee Ret 6 blight 2 darkness ----- def ----- Resists +3% blight Sting an enemy dealing 317 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 13% for 2 turns. 100% to increase the duration of 3 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
Manygodig the elm wand of shielding [power 116] (18/20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: ----- def ----- Defense +10 (+3 eff.) Resists +6% nature Die.at -20.00 life Knockbk- +10% Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
extending ash wand of conjuration [power 165] (18/15 cooldown)2.0 T2 wand charm [Ego] Arcane Fire a magical bolt dealing 195 acid damage Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Another Crap Roll? the Drem Wanderer level 13
1st Gold 123rd year of Ascendancy at 09:02 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Another Crap Roll? the Drem Wanderer level 19
5th Dearth 123rd year of Ascendancy at 23:37 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Another Crap Roll? the Drem Wanderer level 10
4th Loss 122nd year of Ascendancy at 11:14 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Another Crap Roll? the Drem Wanderer level 20
11st Loss 123rd year of Ascendancy at 09:20 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Another Crap Roll? the Drem Wanderer level 19
18th Dearth 123rd year of Ascendancy at 20:36 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Another Crap Roll? the Drem Wanderer level 21
1st Gold 124th year of Ascendancy at 09:56 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Another Crap Roll? the Drem Wanderer level 7
25th Dearth 122nd year of Ascendancy at 01:14 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Another Crap Roll? the Drem Wanderer level 23
9th Voratun 124th year of Ascendancy at 02:58 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Another Crap Roll? the Drem Wanderer level 16
38th Profit 123rd year of Ascendancy at 17:29 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Another Crap Roll? the Drem Wanderer level 22
12nd Stralite 124th year of Ascendancy at 05:01 see stats
Log
Melee retaliation hits Neriwe the tiger for (1 to psi shield), 1 temporal, 6 darkness, 1 arcane (8 total damage).
Neriwe the tiger's Beyond the Flesh hits Another Crap Roll? for 107 physical, 4 lightning, (17 ignored), 0 physical (111 total damage).
Another Crap Roll? aims her Rod of Annulment at Neriwe the tiger!
Neriwe the tiger's Harass Prey is disrupted!
Neriwe the tiger's Quick as Thought is disrupted!
Neriwe the tiger's Shadow Dance is disrupted!
Temporal hound hits Neriwe the tiger for (14 to psi shield), 20 temporal, (13 to psi shield), 19 physical (40 total damage).
Another Crap Roll? casts Twilight Surge.
Another Crap Roll?'s spell attains critical power!
Another Crap Roll? hits Temporal hound for 37 light, 35 darkness (72 total damage).
Another Crap Roll? hits Neriwe the tiger for 29 light, 35 darkness (64 total damage).
Neriwe the tiger uses Realign.
Neriwe the tiger is cured!
Neriwe the tiger receives 161 healing.
Temporal hound hits Neriwe the tiger for (13 to psi shield), 19 temporal, (12 to psi shield), 18 physical (38 total damage).
Another Crap Roll? is weakened by the gloom.
Black Blood Bleeding from Another Crap Roll? hits Neriwe the tiger for 13 darkness damage.
Melee retaliation hits Neriwe the tiger for (1 to psi shield), 1 temporal, 6 darkness, 1 arcane (8 total damage).
Neriwe the tiger's Beyond the Flesh hits Another Crap Roll? for 94 physical, 4 lightning, 17 physical (116 total damage).
Another Crap Roll? casts Shadow Blast.
Another Crap Roll? hits Neriwe the tiger for (0 to psi shield), 0 physical, 5 light, 8 light (14 total damage).
Neriwe the tiger uses Slash.
Neriwe the tiger performs a melee critical strike against Another Crap Roll?!
Another Crap Roll? is no longer being stalked by Neriwe the tiger.
Melee retaliation hits Neriwe the tiger for (1 to psi shield), 1 temporal, 5 darkness, 1 arcane (6 total damage).
Neriwe the tiger hits Another Crap Roll? for 295 physical damage.
Another Crap Roll? the level 24 drem wanderer was raked to death by Neriwe the tiger on level 1 of Lost land of Poosh.







































































































