











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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! 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 | Ogre |
| Class | Sun Paladin |
| Level / Exp | 16 / 69% |
| Size | big |
| Lifes / Deaths | Killed by The Fragmented Essence of Harkor'Zun at level 16 on the 1st Time of Equilibrium 122nd year of Ascendancy at 14:22 / 1 |
Primary Stats
| Strength | 54 (base 43) |
| Dexterity | 9 (base 10) |
| Constitution | 14 (base 10) |
| Magic | 47 (base 34) |
| Willpower | 11 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | -213/531 |
| Positive | 1/95 |
| Stamina | 87/158 |
| Healing Factor | 1.1872895330003 |
| Regeneration | 0.29682238325009 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 1 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 92 |
| Accuracy | 30 |
| Crit Chance | 15% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +17% |
| Light | +17% |
| Nature | +7% |
| Cold | +14% |
| Fire | +18% |
| All | +4% |
Offense: Damage Penetration
| Nature | +5% |
| Arcane | +5% |
Defense: Base
| Armour (hardiness) | 32.413408721348 (65.897138898113%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 25 |
| Physical Save | 36 |
| Spell Save | 37 |
| Mental Save | 12 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Light | + 36%( 70%) |
| Lightning | + 10%( 70%) |
| Cold | + 21%( 70%) |
| Physical | + 8%( 70%) |
| Fire | + 57%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 10% |
| Poison Resistance | 10% |
| Disarm Resistance | 21% |
| Bleed Resistance | 10% |
| Pinning Resistance | 25% |
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 54% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 189 damage for 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 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 |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | 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 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 |
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. | 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 within4 lumberjacks have died. | done |
Equipment
| On feet | miner's pair of iron boots of speed (0 def, 4 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +4 Fatigue +2% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| 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.(52 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | 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 26.92 to 80.77 lightning damage (53.85 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | Mayybremina the dwarven-steel gauntlets (0 def, 4 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Con dps ---------- Melee+ 7 fire Dmg.mod +4% fire ----- def ----- Armour +4 Fatigue +3% Resists +6% fire Spell.save +3 (+1 eff.) Stun/Frz- +20% Knockbk- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +3 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. |
| Tool | supercharged elm totem of healing [power 134] (18/19 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 134 Puts all charms on 19 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Falagadur the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Con dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Phys.save +3 (+2 eff.) Spell.save +11 (+4 eff.) Max.HP +27.00 Heal.mod +5% Poison- +10% Silence- +10% Disarm- +21% Pinning- +25% Knockbk- +24% ---------- misc Max.stam +10.00 Rings make your fingers look great! |
| On fingers | Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +4 Str +2 Wil dps ---------- Phys.pwr +9 (+3 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +8 (+4 eff.) Dmg.mod +4% all ----- def ----- Armour +8 Resists +9% fire Mind.save +4 (+4 eff.) Die.at -20.00 life Cut- +10% Knockbk- +20% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | Heatdeath the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Wil +1 Con dps ---------- Crit.mult +10.00% Phys.pwr +5 (+2 eff.) Melee Ret 2 fire ----- def ----- Resists +11% cold +11% fire +1% physical Amulets make your neck look great! |
| In main hand | Tidecrypt (162% power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 163% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Melee Ret 4 cold ----- def ----- Resists +3% acid Phys.save +9 (+4 eff.) Max.HP +80.00 Confus- +10% Massive two-handed mauls. |
| Around waist | Berudrarek the Rotoblivion1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +5% nature ----- def ----- Defense +9 (+6 eff.) Crit.chn- 15.00% Stealth +7 Die.at -80.00 life A belt that goes around your waist. |
| In off hand | wrathful iron shield of earthen fury (0 def, 4 armour, 101% power, 17.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego++] Arcane/Nature When used to Attack: Power 101% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +18 On Crit.r2 +11 light +14 fire On Hit: * Deal physical damage equal to your armor (32) While equipped: dps ---------- On shield block: * Deals 96 light and fire damage to each enemy blocked ----- def ----- Armour +4 Fatigue +8% Resists +6% light +5% fire ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Betorethra the Flashking (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +5% arcane Apr +2 Melee Ret 4 fire ----- def ----- Defense +7 (+5 eff.) Resists +6% fire Phys.save +6 (+3 eff.) Die.at -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Brightpain (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +1 Mag dps ---------- Dmg.mod +3% nature +3% light Melee Ret 2 light ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +7% physical Phys.save +12 (+5 eff.) ---------- misc See.Invis +3 A suit of armour made of mail. |
Inventory
regeneration infusion of the warrior (heal 299; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 299 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 17%; magical; dur 3; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 31%; magical; dur 4; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; blight, physical, mind, fire)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 blight, 4 physical, 4 mind, 3 fire Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 34; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 34 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 Willpower stat. 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 (+2 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... |
copper amulet of vision0.1 T1 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +11% ---------- misc Infravis +3 Sight +2 See.Invis +6 Amulets make your neck look great! |
insulating steel amulet of mastery (0.14 Technique / Two-handed assault)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% fire +11% cold ---------- misc Masteries +0.14 Technique/Two-handed assault Amulets make your neck look great! |
steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
Geyon0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Resists +3% blight +24% cold +6% acid Spell.save +6 (+3 eff.) ---------- misc Infravis +3 Rings make your fingers look great! |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+3 eff.) Rings make your fingers look great! |
titan's steel ring of clarity0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Confus- +25% Rings make your fingers look great! |
treant's steel ring0.1 T2 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +7% nature +6% blight Poison- +14% Disease- +10% Rings make your fingers look great! |
warrior's copper ring of blight (+11%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% blight ----- def ----- Armour +4 Resists +11% blight Rings make your fingers look great! |
quick steel battleaxe of amnesia (123% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego++] Master/Psionic Power 123% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Acc +13 (+6 eff.) Massive two-handed battleaxes. |
steel battleaxe 'Flameshaper' (127% power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Disrupt Power 127% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +20 fire While equipped: Stats +1 Wil dps ---------- Mind.crit +3% Res.pen +5% fire ----- def ----- Resists +14% acid +14% lightning +12% cold +13% fire +6% all Spell.save +9 (+4 eff.) ---------- misc Max.hate +2.00 Massive two-handed battleaxes. |
Bill's Tree Trunk (136% power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Ce'Nayawe (127% power, 9 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane Power 127% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +3.0% Atk.spd 100% Phasing +17% Melee+ +10 cold While equipped: Stats +5 Mag +5 Wil +4 Cun +2 Con dps ---------- Spell.pwr +9 (+4 eff.) ----- def ----- Resists +5% arcane +3% temporal Massive two-handed swords. |
Tarralethad the Tidestreak (158% power, 5 apr)3.0 T4 longsword 1H weapon [Random Unique] Master Power 158% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +8% all +9% physical Acc +14 (+7 eff.) Apr +16 On Hit (Melee): * 20% chance to reduce damage dealt by 12% ----- def ----- Resists +18% cold Sharp, long, and deadly. |
thought-forged iron longsword of amnesia (105% power, 2 apr)3.0 T1 longsword 1H weapon [Ego+] Psionic Power 106% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +5 mind On Hit: * 10% chance to reduce all saves and defense by 14 * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) While equipped: Stats +1 Cun +1 Wil Sharp, long, and deadly. |
elm vilestaff 'Sewerschism' (100% power, 2 apr, acid element)5.0 T1 staff 2H weapon [Rare] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +7 (+3 eff.) S.pwr/crit +3 Dmg.mod +10% acid +9% arcane +9% mind Res.pen +20% nature ----- def ----- Resists +3% nature ---------- misc Hate/m.crit +3.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Boruharadin (103% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Psionic Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 darkness Against +7% Living While equipped: ----- def ----- Mind.save +9 (+8 eff.) HP.reg +2.00 Knockbk- +10% ---------- misc Equi/ret +0.16 Max.hate +2.00 See.Invis +3 One-handed war axes. |
arcing steel waraxe of paradox (104% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 64 damage While equipped: ----- def ----- Resists +5% temporal One-handed war axes. |
cleansing rough leather belt of transcendence1.0 T1 belt armor [Ego] Disrupt/Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Resists +5% acid +6% blight Phys.save +6 (+3 eff.) A belt that goes around your waist. |
insulating rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +6% fire +6% cold A belt that goes around your waist. |
resilient linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner's pair of iron boots (0 def, 4 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +2% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mayidassra the Dimstreaker (5 def, 5 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 lightning Dmg.mod +3% lightning +9% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 12% ----- def ----- Armour +5 Defense +5 (+4 eff.) Resists +5% lightning +3% blight Crit.chn- 5.00% Poison- +10% 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. |
naturalist's rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 nature Dmg.mod +4% nature ----- def ----- Armour +1 Resists +5% nature 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. |
rough leather gloves 'Glitterbender' (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Spell.crit +1% Melee+ 5 cold Dmg.mod +4% cold On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 20 ----- def ----- Armour +1 Resists +9% light +5% cold 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. |
Flamehunger the linen wizard hat (11 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Phys.crit +1.0% Spell.crit +4% Res.pen +15% fire ----- def ----- Defense +11 (+7 eff.) Resists +1% physical Phys.save +6 (+3 eff.) Spell.save +3 (+1 eff.) A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+5 eff.) Spell.save +12 (+5 eff.) Mind.save +12 (+10 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
dragonslayer's iron helm of knowledge (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +5% acid +6% fire +6% lightning +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tulibers the iron plate armour (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Armour +7 Fatigue +22% Resists +3% blight +6% arcane +6% acid Crit.chn- 10.00% Spell.save +11 (+4 eff.) Max.HP +20.00 Silence- +20% A suit of armour made of metal plates. |
iron shield of cold resistance (+16%) (0 def, 2 armour, 101% power, 17 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 101% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +17 While equipped: ----- def ----- Armour +2 Fatigue +8% Resists +16% cold ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced iron shield (0 def, 4 armour, 94% power, 46.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 95% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +46 While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
2 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. |
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. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 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. |
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. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
useless but awesome rock0.0 rock misc [Unique] Nature Talk to your pet rock. Uses 10 power out of 10/10 Awesome rock!!! |
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. |
Eilinivena the ash totem of summon tentacle [power 165] (18/25 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +1 Str +1 Dex dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Resists +9% fire Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 397 Base Damage: 180 Armor: 3 All Resist: 8 Puts all charms on 25 cooldown 100% to heal for 40. Natural totems are made by powerful wilders to store nature power. |
2 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. |
yew wand of shielding 'Sunsquall' [power 284] (18/20 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +3 Cun +2 Wil dps ---------- Crit.mult +5.00% Dmg.mod +3% mind ----- def ----- Resists +9% light Create a shield absorbing up to 284 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 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. |
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. |
6 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. |
5 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
April's Fool! (Nightmare (Roguelike) difficulty)
Find the Aporia Fold Lys.By Dilbert the Ogre Sun Paladin level 8
1st Summertide 122nd year of Ascendancy at 03:17 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Dilbert the Ogre Sun Paladin level 15
33rd Dusk 122nd year of Ascendancy at 15:02 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Dilbert the Ogre Sun Paladin level 10
1st Summertide 122nd year of Ascendancy at 22:46 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Dilbert the Ogre Sun Paladin level 10
1st Flare 122nd year of Ascendancy at 11:46 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Dilbert the Ogre Sun Paladin level 13
13rd Dusk 122nd year of Ascendancy at 17:45 see stats
Log
Dilbert is dazed!
Dilbert is not dazed anymore.
The Fragmented Essence of Harkor'Zun hits Dilbert for 51 physical, 34 physical (85 total damage).
Melee retaliation hits The Fragmented Essence of Harkor'Zun for 2 fire, 10 light, 3 cold, 2 fire, 10 light, 3 cold (30 total damage).
Melee retaliation hits The Fragmented Essence of Harkor'Zun for 2 fire, 10 light, 3 cold, 2 fire, 10 light, 3 cold (30 total damage).
The Fragmented Essence of Harkor'Zun hits Dilbert for 88 physical, 52 physical (140 total damage).
The Fragmented Essence of Harkor'Zun hits Dilbert for 68 physical, 33 physical (101 total damage).
Melee retaliation hits The Fragmented Essence of Harkor'Zun for 2 fire, 10 light, 3 cold, 2 fire, 10 light, 3 cold (30 total damage).
Dilbert's sun path area effect hits The Fragmented Essence of Harkor'Zun for 20 light damage.
Talent Assault is ready to use.
Bleeding from The Fragmented Essence of Harkor'Zun hits Dilbert for 52 physical damage.
Dilbert hits The Fragmented Essence of Harkor'Zun for 9 lightning damage.
Dilbert hits Copperhead snake for 12 lightning damage.
Dilbert hits The Fragmented Essence of Harkor'Zun for 9 lightning damage.
Dilbert hits The Fragmented Essence of Harkor'Zun for 9 lightning damage.
Dilbert uses Assault.
The Fragmented Essence of Harkor'Zun is a martyr.
Dilbert misses The Fragmented Essence of Harkor'Zun.
Dilbert misses The Fragmented Essence of Harkor'Zun.
Shield of Light hits The Fragmented Essence of Harkor'Zun for 4 light, 9 light, 2 fire, 7 light, 11 physical (32 total damage).
Shield of Light hits The Fragmented Essence of Harkor'Zun for 7 light damage.
Weapon of Wrath hits The Fragmented Essence of Harkor'Zun for 23 fire damage.
Dilbert hits The Fragmented Essence of Harkor'Zun for 11 physical, 9 light, 2 fire, 7 light, 11 physical (39 total damage).
Dilbert hits The Fragmented Essence of Harkor'Zun for 7 light damage.
The Fragmented Essence of Harkor'Zun uses Constrict.
Dilbert is constricted!
Melee retaliation hits The Fragmented Essence of Harkor'Zun for 3 fire, 12 light, 3 cold, 3 fire, 12 light, 3 cold (36 total damage).
The Fragmented Essence of Harkor'Zun hits Dilbert for 55 physical, 41 physical (97 total damage).
Dilbert the level 16 ogre sun paladin was smashed to death by The Fragmented Essence of Harkor'Zun on level 1 of Daikara.





























































































