











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 OldRPG Music Mod v3 - Part 3 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. 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:
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 20 / 13% |
| Size | medium |
| Lifes / Deaths | Killed by Assassin Lord at level 20 on the 35th Regrowth 123rd year of Ascendancy at 13:20 / 1 |
Primary Stats
| Strength | 38 (base 36) |
| Dexterity | 26 (base 23) |
| Constitution | 38 (base 32) |
| Magic | 17 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 22 (base 18) |
Resources
| Life | -22/592 |
| Stamina | 84/157 |
| Healing Factor | 1.3102122670883 |
| Regeneration | 10.405252339125 |
Speed
| Mental | +4.4408920985006E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
| See Stealth | 31.719706428051 |
| See Invisible | 31.719706428051 |
Offense: Mainhand
| Damage | 81 |
| Accuracy | 53 |
| Crit Chance | 5% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8.5 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 15 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Light | +31% |
| Lightning | +10% |
| Arcane | +5% |
| Mind | +10% |
| All | 0% |
Offense: Damage Penetration
| Acid | +15% |
Defense: Base
| Armour (hardiness) | 37.317011280365 (72.903125182002%) |
| Defense | 14 |
| Ranged Defense | 14 |
| Fatigue | 10 |
| Physical Save | 29 |
| Spell Save | 45 |
| Mental Save | 17 |
Defense: Resistances
| Blight | + 20%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 14%( 70%) |
| All | 0%( 70%) |
| Lightning | + 11%( 70%) |
| Light | + 33%( 70%) |
| Temporal | + 17%( 70%) |
| Darkness | + 15%( 70%) |
| Fire | + 5%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Pinning Resistance | 28% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 31% |
| Poison Resistance | 45% |
| Knockback Resistance | 24% |
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 337 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 118 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 546% 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 / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 1/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lone alchemist from death by Branaghan. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You failed to protect the repented thief from death by Branaghan. Escort: repented thief (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 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 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.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * '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.' Marus of Elvala has completed an elixir of mysticism without your aid. 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 sandworm tooth. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of explosive force. 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 ritch stinger. Keep as much venom in it as possible.' * You've found the needed wretchling eyeball. You have aided Agrimley the hermit in creating an elixir of serendipity. 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 xorn fragment. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| On feet | Eilinuwyn (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid On Hit (Melee): * 20% chance to slow global speed by 35% * 10% chance to reduce armor by 14% ----- def ----- Armour +3 Fatigue -3% Resists +6% cold Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | quiver of ash arrows 'Brightlord' (18/18, 30-43 power, 7 apr)3.0 T2 arrow ammo [Rare] Master Power 30.5 - 42.7 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +13.5% Capacity 18 Ranged+ +20 mind On Hit.r1 +12 mind +20 fire On Crit.r2 +8 mind On Crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| 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.(50 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | rough leather cap 'Ivarewen' (0 def, 13 armour)2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +13 Fatigue +1% Resists +11% lightning +6% temporal +3% blight Max.HP +20.00 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 | steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 15 light Ranged+ 18 light Dmg.mod +11% light Rings make your fingers look great! |
| On fingers | steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 15 light Ranged+ 15 light Dmg.mod +10% light Rings make your fingers look great! |
| Around waist | Branoharavor1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% ----- def ----- Resists +5% fire +12% darkness +8% cold Crit.chn- 15.00% ---------- misc Infravis +3 A belt that goes around your waist. |
| In main hand | Anudir the dwarven-steel greatmaul (53-80 power, 2 apr)5.0 T3 greatmaul 2H weapon [Random Unique] Arcane/Master/Psionic Power 53.0 - 79.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +19 darkness +19 cold Against +12% Living While equipped: ----- def ----- Resists +3% nature +5% arcane +3% darkness Poison- +20% Massive two-handed mauls. |
| On hands | hardened leather gloves 'Layyvena' (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Dex +3 Mag dps ---------- Dmg.mod +5% arcane Acc +16 (+5 eff.) Melee Ret 8 mind ----- def ----- Armour +2 Resists +3% blight +3% light Phys.save +7 (+4 eff.) Mind.save +6 (+4 eff.) Die.at -20.00 life Disarm- +31% 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 | impenetrable iron mail armour of spell shielding (2 def, 11 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +11 Defense +2 (+2 eff.) Fatigue +12% Resists +5% arcane Spell.save +11 (+4 eff.) A suit of armour made of mail. |
| Cloak | linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +1 (+1 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 | Glayara the Growbloom0.1 T2 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: dps ---------- Res.pen +15% acid Melee Ret 6 nature On Hit (Melee): * 10% chance to slow global speed by 35% ----- def ----- Resists +14% blight +11% temporal +10% nature Poison- +25% Disease- +20% Pinning- +28% Knockbk- +24% ---------- misc Masteries +0.17 Technique/Warcries Amulets make your neck look great! |
Inventory
Elixir of Serendipity0.0 potion [Plot Item] Nature Permanently increase your luck by 5. A vial of lively yellow fluid. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+5 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Rimeraven the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +5% cold Acc +11 (+3 eff.) Apr +10 ----- def ----- Defense +7 (+6 eff.) Resists +6% blight +6% cold +9% nature +3% temporal Spell.save +6 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 119% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Xeroremira0.1 T1 ring jewelry [Rare] Master While equipped: Stats +6 Str +5 Con dps ---------- Crit.mult +10.00% Phys.pwr +6 (+2 eff.) ----- def ----- Resists +3% blight +2% physical +9% light Phys.save +6 (+3 eff.) Rings make your fingers look great! |
Gloratta (32-47 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Master Power 31.5 - 47.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +10 (+4 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 10 ----- def ----- Defense +10 (+8 eff.) Spell.save +12 (+4 eff.) HP.reg +4.00 Cut- +20% Massive two-handed battleaxes. |
Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 43.80 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Islutta the Glaciersage4.0 T3 longbow 2H weapon [Rare] Nature Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Range +8 Ranged+ +8 physical While equipped: Stats +4 Dex +11 Wil +12 Con dps ---------- Apr +1 ----- def ----- Resists +6% cold Max.HP +36.00 Longbows are used to shoot arrows at your foes. |
acidic steel longsword of crippling (16-22 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Arcane/Master Power 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Phys.crit +5.0% Sharp, long, and deadly. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Greenwish1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str +2 Dex +1 Wil ----- def ----- Resists +6% fire +9% nature +5% cold A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
woollen robe 'Camikalthosin' (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Con dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +11% acid +10% physical +7% fire +5% cold +11% mind +5% nature Acc +20 (+6 eff.) ----- def ----- Resists +10% acid +14% physical +11% fire +13% cold +11% mind +9% all Poison- +24% Disease- +25% ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+4 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
9 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. |
62 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. |
6 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+4 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Mayalar the iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Dex dps ---------- Phys.crit +1.0% ----- def ----- Fatigue -5% Resists +3% blight +5% arcane +3% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of quickening (dig speed 23 turns)3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str ---------- 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 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 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. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Boltnail the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind Res.pen +20% light ----- def ----- Resists +3% lightning Mind.save +18 (+10 eff.) Max.HP +51.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Aerobeth [power 105] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +7 Con dps ---------- Melee Ret 4 physical ----- def ----- Defense +10 (+8 eff.) Die.at -80.00 life Blast the opponent's mind dealing 116 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
9 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. |
8 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
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Branaghan the Cornac Berserker level 13
33rd Dusk 122nd year of Ascendancy at 21:00 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Branaghan the Cornac Berserker level 19
7th Allure 123rd year of Ascendancy at 23:48 see stats
Level 10 (Roguelike)
Got a character to level 10.By Branaghan the Cornac Berserker level 10
3rd Summertide 122nd year of Ascendancy at 01:12 see stats
Level 20 (Roguelike)
Got a character to level 20.By Branaghan the Cornac Berserker level 20
2nd Regrowth 123rd year of Ascendancy at 19:33 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Branaghan the Cornac Berserker level 8
2nd Mirth 122nd year of Ascendancy at 06:59 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Branaghan the Cornac Berserker level 13
62nd Dusk 122nd year of Ascendancy at 09:00 see stats
Log
Lost Merchant's armor corrodes!
Lost Merchant starts to bleed.
Branaghan hits Lost Merchant for 82 physical, 10 darkness, 10 cold, 20 light, 10 light (130 total damage).
Branaghan hits Shadowblade for (13 parried), 80 physical (80 total damage).
Branaghan killed Shadowblade!
Bleeding from Branaghan hits Lost Merchant for 26 physical damage.
Bandit uses Infusion: Movement.
Assassin Lord uses Venomous Strike.
Assassin Lord performs a melee critical strike against Branaghan!
Branaghan is not dazed anymore.
Assassin Lord performs a melee critical strike against Branaghan!
Branaghan slows down.
Branaghan's Infusion: Regeneration is disrupted by crippling poison!
Branaghan's Infusion: Movement is disrupted by crippling poison!
Branaghan's Fearless Cleave is disrupted by crippling poison!
Branaghan's Infusion: Healing is disrupted by crippling poison!
Assassin Lord hits Branaghan for 120 nature, 20 darkness, 24 temporal, 55 nature, 4 temporal, 20 darkness (243 total damage).
Melee retaliation hits Assassin Lord for 5 nature, 4 mind, 5 nature, 4 mind (18 total damage).
Bandit is moving at extreme speed!
Talent Dig is ready to use.
Lost Merchant's morale has been lowered.
Assassin Lord casts Shadow Veil.
Branaghan resists the vile poison!
Assassin Lord performs a melee critical strike against Branaghan!
Assassin Lord is covered in a veil of shadows!
Assassin Lord hits Branaghan for 75 darkness, 19 darkness, 22 temporal, 51 darkness (168 total damage).
Melee retaliation hits Assassin Lord for 5 nature, 4 mind, 5 nature, 4 mind (18 total damage).
Branaghan hits Lost Merchant for 128 physical, 19 darkness, 19 cold, 39 light (205 total damage).
Branaghan the level 20 cornac berserker was darkened to death by Assassin Lord on level 2 of Unknown tunnels.














































































