












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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 | Dwarf |
| Class | Writhing One |
| Level / Exp | 10 / 97% |
| Size | big |
| Lifes / Deaths | Killed by corrupted minotaur at level 10 on the 6th Profit 122nd year of Ascendancy at 10:14 / 1 |
Primary Stats
| Strength | 27 (base 18) |
| Dexterity | 11 (base 10) |
| Constitution | 20 (base 17) |
| Magic | 39 (base 34) |
| Willpower | 14 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | -10/381 |
| Insanity | 100/100 |
| Healing Factor | 1.0870588855781 |
| Regeneration | 0.27176472139453 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +47.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 18.532340182512 |
| See Invisible | 21.532340182512 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 41 |
| Crit Chance | 5% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 14 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +17% |
| Mind | +3% |
| Arcane | +3% |
| Cold | +26% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 19 (30%) |
| Defense | 12 |
| Ranged Defense | 12 |
| Fatigue | 5 |
| Physical Save | 16 |
| Spell Save | 25 |
| Mental Save | 15 |
Defense: Resistances
| Physical | + 15%( 70%) |
| Acid | + 22%( 70%) |
| Lightning | + 10%( 70%) |
| Temporal | + 5%( 70%) |
| Cold | + 30%( 70%) |
| Arcane | + 5%( 70%) |
| Mind | + 5%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 179 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Slow death | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 Magic 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 |
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 Shax the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 green worm. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | 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 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 |
Equipment
| On feet | pair of iron boots of speed (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- 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 | Isliwen the linen wizard hat (1 def, 2 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Str +1 Dex offense ------ Damage +6% acid +11% cold Accuracy +10 (+3 eff.) defense ------ Armor +2 Defense +1 (+1 eff.) Resistance +16% cold A pointy cloth hat, very wizardly... |
| Tool | Veliratira the Quenchvice [power 116] (20/20 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +3% arcane +15% cold defense ------ Resistance +5% arcane +3% cold 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 turn cooldown 100% to gain a 11% 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. |
| On fingers | Yarochak the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +4 Str +2 Mag offense ------ Damage +11% acid defense ------ Resistance +22% acid other ------- See Invisibility +3 Rings make your fingers look great! |
| Around waist | Yvogana the Skynail1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +3 (+1 eff.) Ignore resists +10% lightning defense ------ Defense +5 (+5 eff.) Spell save +6 (+3 eff.) Disarm Resist +20% other ------- Size +1 A belt that goes around your waist. |
| In main hand | steel waraxe 'Layidavea' (18-26 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +5 temporal +5 mind On Hit: * 10% chance to reduce all saves and defense by 9 While equipped: Stats +2 Cun +1 Wil offense ------ Critical power +5.00% defense ------ Resistance +5% temporal One-handed war axes. |
| On hands | psychic's rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Psionic While equipped: offense ------ On-Hit 5 mind Damage +3% mind defense ------ Armor +1 Resistance +5% mind 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. |
| Main armor | Spinal Cage (5 def, 8 armour)9.0 Encumbrance T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex defense ------ Armor +8 Defense +5 (+5 eff.) Fatigue +3% Resistance +15% physical Bone Grab: Effective talent level: 2.0 Power cost 20 out of 30/30. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 40.12 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
| Cloak | thick linen cloak of protection (1 def, 5 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: defense ------ Armor +5 Defense +1 (+1 eff.) Resistance +11% cold Spell save +6 (+3 eff.) Mind save +6 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% lightning Stun Resist +20% Amulets make your neck look great! |
Inventory
steel amulet0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
steel amulet 'Kheloratir'0.1 Encumbrance T2 amulet jewelry [Rare] Disrupt While equipped: defense ------ Resistance +12% blight +12% nature +5% arcane Poison Resist +23% Disease Resist +22% Disarm Resist +20% Pinning Resist +10% Amulets make your neck look great! |
elm vilestaff of illumination (10-12 power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon [Ego] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+2 eff.) Damage +10% fire defense ------ Defense +6 (+6 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 59.86 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
arcing steel battleaxe (22-33 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Arcane Weapon Damage 22.0 - 33.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 59 damage Massive two-handed battleaxes. |
flaming steel battleaxe of paradox (22-32 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Arcane Weapon Damage 21.5 - 32.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +9 temporal On-Hit, radius 1 +7 fire While equipped: defense ------ Resistance +9% temporal Massive two-handed battleaxes. |
steel greatmaul 'Rootwarden' (27-40 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Rare] Master Weapon Damage 27.0 - 40.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On Hit: * 10% chance to slow global speed by 34% While equipped: offense ------ Ignore resists +7% physical Accuracy +7 (+2 eff.) Ignore Armor +9 defense ------ Resistance +9% blight +3% temporal Spell save +3 (+1 eff.) other ------- Infravision +1 See Invisibility +9 Massive two-handed mauls. |
flaming steel greatsword (21-34 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Arcane Weapon Damage 21.0 - 33.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +9 fire Massive two-handed swords. |
arcing steel waraxe of phasing (12-18 power, 11 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +4.0% Attack Speed 100% Ignore Shields +12% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 59 damage One-handed war axes. |
Layynor (22-31 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Rare] Arcane Weapon Damage 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 98 damage over 5 turns and reducing armor and accuracy by 13 While equipped: defense ------ Armor +2 Defense +5 (+5 eff.) Cut Resist +20% Knockbk Resist +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% One-handed war axes. |
Bilewrecker (9-10 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature/Psionic Weapon Damage 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +7 Cun +4 Mag offense ------ Mind Crit +3% Critical power +8.00% Mindpower +6 (+6 eff.) Ignore resists +15% nature defense ------ Resistance +3% nature other ------- 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. |
Taintkiller the pouch of steel shots (20/20, 20-24 power, 2 apr)3.0 Encumbrance T2 shot ammo Reqs Dex 16 [Rare] Master Weapon Damage 20.0 - 24.0 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +9 Ignore Armor +2 Critical Rate +4.5% Capacity 20 On-ranged-hit +4 mind +16 nature On-crit, radius 2 +12 mind Shots are used with slings to pummel your foes to death. |
iron shield of fire resistance (+16%) (0 def, 2 armour, 20.5 block)7.0 Encumbrance T1 shield armor [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +2 Fatigue +8% Resistance +16% fire other ------- Talents +1 Block Handheld deflection devices. |
sunsealed linen robe of light (+22%) (3 def, 3 armour)2.0 Encumbrance T1 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag offense ------ Damage +17% light defense ------ Armor +3 Defense +3 (+3 eff.) Resistance +5% darkness +22% light +7% all Life +34.00 other ------- Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Normal] While equipped: defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +7% A suit of armour made of leather. |
grounding rough leather belt1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Resistance +5% lightning +6% temporal A belt that goes around your waist. |
grounding rough leather belt1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Resistance +6% lightning +5% temporal A belt that goes around your waist. |
Mayuriaba the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +1 Mag offense ------ Spell Crit +1% Spellpower +4 (+2 eff.) Damage +6% blight defense ------ Armor +1 Resistance +2% physical Disarm Resist +10% A pair of boots made of leather. |
Tarrachak the Deepspierce (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +6% arcane +6% darkness When Hit 6 lightning 4 darkness defense ------ Armor +1 Fatigue -4% Resistance +3% darkness Physical save +6 (+5 eff.) other ------- Encumbrance +21 A pair of boots made of leather. |
Dragovor (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Crit +3.0% Physical Power +3 (+1 eff.) Ignore Armor +4 defense ------ Armor +3 Fatigue +2% Resistance +3% blight +15% fire +6% nature +3% acid Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 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. |
2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
scorching brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Arcane/Psionic While equipped: offense ------ When Hit 11 fire defense ------ Resistance +5% fire Mind save +7 (+6 eff.) other ------- Light +3 See Stealth +7 See Invisibility +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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
Isywe [power 180] (20/15 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +1 Cun offense ------ Critical power +5.00% Ignore resists +10% mind defense ------ Mind save +12 (+8 eff.) other ------- Hate-on-crit +2.00 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 180 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Adyda the Quenchmistress [power 10] (20/15 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +1 Wil offense ------ Spellpower/crit +2 Damage +9% cold Ignore resists +10% cold other ------- Mana/turn +0.04 Max mana +40.00 Reveal the area around you, dispelling darkness (radius 10, power 58 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
extending ash wand of lightning storm [power 182] (20/15 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane 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 15 turn 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. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By silverdobe the Dwarf Writhing One level 10
30th Voratun 122nd year of Ascendancy at 16:51 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By silverdobe the Dwarf Writhing One level 10
30th Voratun 122nd year of Ascendancy at 17:02 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By silverdobe the Dwarf Writhing One level 10
2nd Acquisition 122nd year of Ascendancy at 08:41 see stats
Log
silverdobe hits Corrupted minotaur for 58 physical, 7 temporal, 6 mind, 3 mind, 143 darkness, 3 mind (220 total damage).
Corrupted minotaur uses Sunder Arms.
Silverdobe is dazed!
Silverdobe's fighting ability is impaired!
Corrupted minotaur hits silverdobe for 80 physical, 3 cold (83 total damage).
Talent Lash Out is ready to use.
silverdobe hits Corrupted minotaur for 14 physical, 4 temporal, 2 mind, 1 mind, 26 darkness, 1 mind (47 total damage).
Corrupted minotaur uses Stunning Blow.
Silverdobe is not dazed anymore.
Silverdobe is dazed!
Silverdobe is stunned!
Corrupted minotaur hits silverdobe for 64 physical, 3 cold (67 total damage).
Silverdobe activates his Veliratira the Quenchvice!
A shield forms around silverdobe.
Corrupted minotaur casts Drain.
Silverdobe is not dazed anymore.
Corrupted minotaur hits silverdobe for (26 absorbed), 0 blight, (31 absorbed), 0 blight, (3 absorbed), 0 cold, (12 absorbed), 0 lightning (0 total damage).
Talent Teleport: Kroshkkur is ready to use.
Talent Carrion Feet is ready to use.
Talent Lash Out is ready to use.
silverdobe hits Corrupted minotaur for 30 physical, 2 temporal, 2 mind, 1 mind, 31 darkness, 1 mind (68 total damage).
Your shield crumbles under the damage!
The shield around silverdobe crumbles.
Silverdobe is dazed!
Silverdobe is not dazed anymore.
Corrupted minotaur hits silverdobe for (45 absorbed), 21 physical, 3 cold, 12 lightning (36 total damage).
silverdobe the level 10 dwarf writhing one was bolted to death by corrupted minotaur on level 1 of The Maze.












































































