










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.3 |
| Addons | Ashes of Urh'Rok 1.6.0Official 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 1.6.0Donators/Buyers bonus! Tooltip Cleanup 1.3.0Modifies the inventory dialog, clearing tooltips from equipment items when focus leaves the equipment slot's frame. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.6.0Official 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 1.6.0This 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 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official 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 | Normal Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Wyrmic |
| Level / Exp | 22 / 51% |
| Size | medium |
| Lifes / Deaths | Killed by minotaur at level 22 on the 3rd Mirth 123rd year of Ascendancy at 08:11 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 57 (base 50) |
| Dexterity | 18 (base 10) |
| Constitution | 12 (base 11) |
| Magic | 8 (base 10) |
| Willpower | 49 (base 44) |
| Cunning | 14 (base 10) |
Resources
| Life | -161/801 |
| Stamina | 287/290 |
| Equilibrium | 11 |
| Healing Factor | 1.0164835164835 |
| Regeneration | 11.126842494406 |
Speed
| Mental | +2.90723440879% |
| Attack | +2.90723440879% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 86 |
| Accuracy | 45 |
| Crit Chance | 11% |
| APR | 2 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 8% |
| Speed | 0.97174897930653 |
Offense: Damage Bonus
| Lightning | +15% |
| Mind | +3% |
| Nature | +9% |
Offense: Damage Penetration
| Darkness | +5% |
| Physical | +5% |
| Arcane | +20% |
| All | 0% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 33.511077022655 (88.454810495627%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 13 |
| Physical Save | 24 |
| Spell Save | 21 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Blight | + 16%( 70%) |
| Physical | + 9%( 70%) |
| Cold | + 30%( 70%) |
| All | + 6%( 70%) |
| Lightning | + 67%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 11%( 70%) |
| Fire | + 27%( 70%) |
| Nature | + 9%( 70%) |
Defense: Immunities
| Stun Resistance | 26% |
| Pinning Resistance | 20% |
| Knockback Resistance | 100% |
| Disarm Resistance | 22% |
| Instadeath Resistance | 100% |
| Blind Resistance | 26% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 362 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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 27% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 141 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -276 life. The duration and life will increase by 1% for every 1% life you have lost (currently 606 life, 11 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects (except Wet and Frozen Feet). The target cannot teleport or heal while frozen. 563 HP on the iceblock remaining. Frozen |
| beneficial effect | You gain 15% resistance against lightning. Resolve |
Quests
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 successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Nakore. Escort: lost sun paladin (level 1 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 Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 has completed an elixir of precision without your aid. 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 vial of wight ectoplasm. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed skeleton mage skull. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | insulating pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +6% cold +5% fire A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +5 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 | grounding rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% temporal A cap made of leather. |
| Tool | steel torque of mindblast [power 135] (13/15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 139 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Yaryvor the Crackleorder0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +20% arcane ----- def ----- Resists +30% lightning +3% fire Rings can have magical properties. |
| On fingers | rogue's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+0 eff.) Max.HP +23.00 Disarm- +22% Pinning- +20% Knockbk- +22% Rings can have magical properties. |
| 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 | Shadowhunter (43-64.5 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Master Power 43.0 - 64.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 mind On Hit.r1 +8 mind On Hit: * 10% chance to reduce damage dealt by 21% While equipped: dps ---------- Dmg.mod +3% mind Res.pen +5% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 21% ----- def ----- Resists +12% lightning Massive two-handed battleaxes. |
| On hands | Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 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. |
| Main armor | steel plate armour 'Velarena' (0 def, 11 armour)17.0 T2 massive armor [Rare] Nature While equipped: dps ---------- Phys.pwr +25 (+6 eff.) Res.pen +5% physical ----- def ----- Armour +11 Fatigue +22% Resists +7% acid +7% cold +3% light ---------- misc Max.stam +30.00 Breathe water A suit of armour made of metal plates. |
| Cloak | Glintnail the linen cloak (6 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Acc +10 (+3 eff.) Melee Ret 6 mind ----- def ----- Defense +6 (+0 eff.) Resists +9% light Phys.save +3 (+2 eff.) Mind.save +6 (+3 eff.) ---------- misc Stam/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | insulating copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% cold +10% fire Amulets can have magical properties. |
Inventory
movement infusion of the wizard (speed 495%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 495% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
stabilizing steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +13% temporal Pinning- +23% Knockbk- +27% Amulets can have magical properties. |
stabilizing steel amulet of constitution (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +14% temporal Pinning- +25% Knockbk- +23% Amulets can have magical properties. |
starlit steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% light +11% darkness Heal.mod +10% Blind- +24% Cut- +40% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 181 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Rings can have magical properties. |
mule's steel ring of lightning (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Fatigue -5% Resists +22% lightning ---------- misc Max.enc +20 Rings can have magical properties. |
Turugas (30-45 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Nature Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +13 nature While equipped: Stats +3 Str +2 Con dps ---------- Dmg.mod +12% physical Melee Ret 8 physical ----- def ----- Armour +4 ---------- misc Max.stam +20.00 See.Invis +12 Massive two-handed mauls. |
Brenuhell the Icespiker1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Cun +2 Con ----- def ----- Resists +6% cold Max.HP +35.00 ---------- misc Light +1 A belt that goes around your waist. |
Voidsquall the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness ----- def ----- Defense +5 (+0 eff.) Resists +3% lightning +8% fire +6% cold Mind.save +12 (+6 eff.) A belt that goes around your waist. |
blighted dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 9 blight Dmg.mod +5% blight ----- def ----- Armour +2 Fatigue +3% Resists +6% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Acc +6 (+2 eff.) Apr +7 ----- def ----- Armour +2 Fatigue +3% Resists +8% blight Spell.save +10 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +15 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +8 (+4 eff.) Mind.save +6 (+3 eff.) Disarm- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Sulfurward (5 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% nature ----- def ----- Armour +3 Defense +5 (+0 eff.) Fatigue +5% Resists +5% arcane +3% cold Crit.dmg- 10.00% Phys.save +10 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% cold +6% fire A cap made of leather. |
Maludurig (4 def, 8 armour)14.0 T4 heavy armor [Random Unique] Nature/Master While equipped: Stats +3 Mag dps ---------- S.pwr/crit +10 Res.pen +5% mind ----- def ----- Armour +8 Defense +4 (+0 eff.) Fatigue +12% Resists +13% physical Phys.save +33 (+16 eff.) Max.HP +34.00 HP.reg +5.00 Heal.mod +15% ---------- misc Mana/s.crit +2.00 A suit of armour made of mail. |
dwarven-steel mail armour 'Bleaksun' (13 def, 8 armour)14.0 T3 heavy armor [Rare] Nature While equipped: dps ---------- Res.pen +5% darkness ----- def ----- Armour +8 Defense +13 (+2 eff.) Fatigue +12% Resists +9% darkness +6% fire Phys.save +3 (+2 eff.) Max.HP +28.00 Heal.mod +5% Poison- +20% A suit of armour made of mail. |
cleansing steel plate armour (0 def, 9 armour)17.0 T2 massive armor [Ego] Disrupt While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +11% nature +11% blight A suit of armour made of metal plates. |
rejuvenating steel plate armour of acid resistance (0 def, 9 armour)17.0 T2 massive armor [Ego] Nature/Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +18% acid HP.reg +2.60 ---------- misc Stam/turn +0.70 A suit of armour made of metal plates. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
4 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. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+0 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. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 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. |
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. |
Summertide Phial1.0 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.(106 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+0 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (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. |
elm totem of healing [power 66] (13/15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 66 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of stinging [power 66] (13/15 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 72 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
13 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 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
Antimagic! (Roguelike)
Completed antimagic training in the Ziguranth camp.By Nakore the Thalore Wyrmic level 22
60th Pyre 123rd year of Ascendancy at 08:34 see stats
Ay ay captain! (Roguelike)
Turn into a pirate!By Nakore the Thalore Wyrmic level 9
4th Flare 122nd year of Ascendancy at 11:00 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Nakore the Thalore Wyrmic level 11
51st Dusk 122nd year of Ascendancy at 13:03 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By Nakore the Thalore Wyrmic level 19
1st Time of Balance 123rd year of Ascendancy at 08:07 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Nakore the Thalore Wyrmic level 18
70th Regrowth 123rd year of Ascendancy at 01:02 see stats
Level 10 (Roguelike)
Got a character to level 10.By Nakore the Thalore Wyrmic level 10
8th Flare 122nd year of Ascendancy at 08:58 see stats
Level 20 (Roguelike)
Got a character to level 20.By Nakore the Thalore Wyrmic level 20
1st Pyre 123rd year of Ascendancy at 14:08 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Nakore the Thalore Wyrmic level 13
16th Haze 122nd year of Ascendancy at 21:40 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Nakore the Thalore Wyrmic level 9
4th Flare 122nd year of Ascendancy at 11:07 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Nakore the Thalore Wyrmic level 17
54th Regrowth 123rd year of Ascendancy at 23:39 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Nakore the Thalore Wyrmic level 18
70th Regrowth 123rd year of Ascendancy at 16:45 see stats
Log
Nakore is free from the ice.
Nakore uses Nature's Touch.
Nakore gains 5% of a turn from Ancestral Life.
Nakore receives 251 healing.
Nakore attunes to the damage.
Thunderstorm hits Nakore for 35 lightning damage.
Urkis, the High Tempest casts Freeze.
Nakore is encased in ice!
Urkis, the High Tempest hits Nakore for 237 cold damage.
Nakore's ability to fight has recovered.
Nakore activates his steel torque of mindblast!
Nakore hits Iceblock for 119 mind damage.
Nakore resists!
Thunderstorm hits Nakore for (16 to ice), 23 lightning (23 total damage).
Urkis, the High Tempest casts Shock.
Nakore resists!
Urkis, the High Tempest's Shock hits Nakore for (37 to ice), 56 lightning (56 total damage).
Nakore uses Devouring Flame.
Nakore's devouring flames area effect hits Iceblock for 18 fire, 18 fire (35 total damage).
Nakore resists!
Thunderstorm hits Nakore for (7 to ice), 10 lightning (10 total damage).
Urkis, the High Tempest casts Lightning.
Nakore resists!
Urkis, the High Tempest hits Nakore for (75 to ice), 112 lightning (112 total damage).
Nakore shakes the ground!
Nakore stops regenerating health quickly.
Saving game...

































































































