













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| 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! 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! 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:
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 | Insane Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Doomed |
| Level / Exp | 22 / 28% |
| Size | medium |
| Lifes / Deaths | Killed by Betigawe the white jelly at level 19 on the 75th Dusk 122nd year of Ascendancy at 02:16 / 2Killed by Yvudalaith the temporal stalker at level 22 on the 19th Haze 122nd year of Ascendancy at 03:03 |
| Antimagic | Follower |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 19 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 72 (base 51) |
| Cunning | 55 (base 47) |
Resources
| Life | -1/515 |
| Hate | 104/104 |
| Equilibrium | 72 |
| Healing Factor | 1.4429400264494 |
| Regeneration | 78.279496434882 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 2 |
| See Stealth | 15 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 55 |
| Accuracy | 45 |
| Crit Chance | 18% |
| APR | 48 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 56 |
| Accuracy | 45 |
| Crit Chance | 20% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 61 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +25% |
| Light | +28% |
| Darkness | +33% |
| Nature | +45% |
| Physical | +14% |
| Mind | +44% |
| All | +10% |
Offense: Damage Penetration
| Cold | +5% |
| Darkness | +17% |
| Mind | +5% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 31 (60%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 36 |
| Mental Save | 62 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Blight | + 22%( 70%) |
| Physical | + 16%( 71%) |
| Cold | + 18%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 27%( 70%) |
| Light | + 14%( 70%) |
| Temporal | + 21%( 70%) |
| Mind | + 10%( 70%) |
| Darkness | + 46%( 70%) |
| Fire | + 26%( 70%) |
| Nature | + 47%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 10% |
| Knockback Resistance | 48% |
| Confusion Resistance | 43% |
| Fear Resistance | 28% |
| Stun Resistance | 38% |
| Poison Resistance | 12% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 454 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 magical and physical effect and reduce all damage taken by 30% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 610% 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 Cunning stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Advanced shadowmancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / One with shadows | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Punishments | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Gesture of Pain |
| talent | Psiblades |
| talent | Deflection |
| talent | Call Shadows |
| talent | Shadows Empathy |
| talent | Antimagic Shield |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.2)Penalty : Fractured Sanity: -4% Mind Resistance, -5% Confusion Immunity Power 1+: Unleashed: +4% critical damage, +5% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is hexed, granting it 31% chance each turn to be dazed for 3 turns. Pacification Hex |
| beneficial effect | You gain 16% resistance against lightning. Resolve |
| detrimental effect | The target is in the center of a lightning hurricane, doing 55.90 to 167.70 lightning damage to itself and others around every turn. Hurricane |
| beneficial effect | A flow of life spins around the target, regenerating 41.00 life per turn. Regeneration |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 10% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 64 mind and 59 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 102 Mind damage, and deal 94 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 10%. Strength and Willpower are increased by 1. Poisons and diseases have a 6% chance of being neutralized each turn. Cursed Form |
| beneficial effect | Increases the effectiveness of all healing the target receives by 10%. Empowered Healing |
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 successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Conversion (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Dreaming One. | 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. 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed bloated horror heart. * You've found the needed sandworm tooth. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
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 |
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 | pair of rough leather boots 'Lightsorrow' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Dmg.mod +3% light ----- def ----- Armour +1 Resists +3% acid Mind.save +3 (+1 eff.) Knockbk- +20% Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 100% 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. A pair of boots made of leather. |
| Light source | Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 123, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 363.09 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+4 eff.) Mind.save +12 (+3 eff.) Blind- +100% ---------- misc Infravis +2 Sight +0 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| On hands | sand rough leather gloves of dexterity (+3) (0 def, 7 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 physical Dmg.mod +4% physical Acc +10 (+5 eff.) ----- def ----- Armour +7 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. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 14 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | savior's copper ring of life0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Phys.save +7 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+2 eff.) Max.HP +46.00 HP.reg +7.00 Heal.mod +11% Rings can have magical properties. |
| On fingers | Mayoyawyn0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: ----- def ----- Defense +10 (+5 eff.) Resists +7% blight +6% nature +6% darkness Phys.save +8 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +14 (+4 eff.) Poison- +12% Disease- +11% Disarm- +10% Confus- +20% Rings can have magical properties. |
| Around neck | steel amulet 'Salyrira'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil dps ---------- Dmg.mod +12% mind Melee Ret 4 mind ----- def ----- Resists +6% cold Mind.save +18 (+5 eff.) ---------- misc Equi/ret +0.12 Amulets can have magical properties. |
| In main hand | hateful living mindstar (Madness) (15.5-17.05 power, 48 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 15.5 - 17.1 Nature Uses 72% Wil, 43% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +48 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +14 (+3 eff.) Dmg.mod +7% mind +8% darkness Res.pen +5% mind +7% darkness ---------- misc Max.hate +4.00 Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | rough leather belt 'Frigidclash'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +5% cold ----- def ----- Armour +2 Resists +3% nature Mind.save +12 (+3 eff.) Max.HP +32.00 HP.reg +4.00 Stun/Frz- +10% A belt that goes around your waist. |
| In off hand | Bloomsoul (Nightmares) (8-8.8 power, 16 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 72% Wil, 43% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +16 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +11 (+3 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Curse of Nightmares Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 43 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
| Cloak | Kindlemonster the cashmere cloak (19 def, 6 armour)2.0 T3 cloak armor [Rare] Nature While equipped: ----- def ----- Armour +6 Defense +19 (+8 eff.) Resists +1% physical +15% fire +16% light +9% temporal Stealth +8 ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +4 Wil +5 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 poison 20 nature slow ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
healing infusion (heal 69; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 69 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 20%; magical; dur 4; cd 13)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 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... |
dwarven-steel mace of massacre (Nightmares) (37-51.8 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Ego] Master Power 37.0 - 51.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Curse of Nightmares Blunt and deadly. |
pulsing mindstar of balance (Misfortune) (13-14.3 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego] Nature Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- Phys.save +4 (+2 eff.) Spell.save +3 (+1 eff.) Mind.save +2 (+1 eff.) ---------- misc Equi/ret +1.00 Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Toriran the ash starstaff (Madness) (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Str +2 Mag +2 Wil dps ---------- Spell.crit +2% Spell.pwr +12 (+12 eff.) Dmg.mod +15% physical Res.pen +25% mind ----- def ----- Mind.save +18 (+5 eff.) ---------- misc Equi/ret +0.08 Talents +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel steamgun of recursion (Shrouds)4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego+] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Dmg.conv 28% temporal On Hit: 10% Shoot 1 Uses 2.0 Steam Curse of Shrouds Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
linen robe 'Koronarindil' (30 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% cold Res.pen +20% acid Acc +15 (+8 eff.) ----- def ----- Defense +30 (+11 eff.) Resists +7% all +16% cold Die.at -20.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Velalle the Snowvengeance (20 def, 12 armour)3.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Mind.crit +2% Res.pen +15% cold ----- def ----- Armour +12 Defense +20 (+8 eff.) Fatigue +3% Resists +10% lightning +8% temporal Def/telep +5 Res/telep +5% Dur/telep +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Bregarath' (25 def, 5 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Res.pen +15% acid ----- def ----- Armour +5 Defense +25 (+10 eff.) Fatigue +2% Resists +9% cold +7% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
radiant dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 13 light Dmg.mod +5% light ----- def ----- Armour +2 Fatigue +3% Resists +6% light 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. |
radiant dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T2 hands armor [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 6 light Dmg.mod +5% light Acc +13 (+7 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +7% light 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. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs - Heavy armour training Str 16 [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 (+6 eff.) Spell.save +12 (+5 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Betedarin the Sunthorn (7 def, 15 armour)14.0 T2 heavy armor Reqs - Heavy armour training Str 20 [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Cun dps ---------- Dmg.mod +12% light Res.pen +15% darkness +5% light ----- def ----- Armour +15 Defense +7 (+4 eff.) Fatigue +12% Mind.save +15 (+4 eff.) Max.HP +22.00 A suit of armour made of mail. |
enlightening steel mail armour of stability (2 def, 6 armour)14.0 T2 heavy armor Reqs - Heavy armour training Str 20 [Ego+] Master/Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% physical Phys.save +12 (+6 eff.) Mind.save +11 (+3 eff.) A suit of armour made of mail. |
enlightening steel mail armour of the deep (2 def, 8 armour)14.0 T2 heavy armor Reqs - Heavy armour training Str 20 [Ego++] Nature/Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue +12% Resists +6% acid +6% cold Mind.save +12 (+3 eff.) ---------- misc Breathe water A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of command (10 def, 13 armour)14.0 T3 heavy armor Reqs - Heavy armour training Str 28 [Ego+] Nature/Psionic While equipped: Stats +1 Cun ----- def ----- Armour +13 Defense +10 (+5 eff.) Fatigue +12% Mind.save +13 (+3 eff.) HP.reg +4.30 ---------- misc Stam/turn +1.40 A suit of armour made of mail. |
Uruhell the Starquick (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Rare] Master While equipped: Stats +9 Cun dps ---------- Mind.crit +2% Crit.mult +10.00% Dmg.mod +9% light +12% mind ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +6% physical Phys.save +12 (+6 eff.) A suit of armour made of leather. |
Glittersting (6 def, 16 armour)17.0 T3 massive armor Reqs - Massive armour training Str 35 [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +21% light Res.pen +10% mind ----- def ----- Armour +16 Defense +6 (+3 eff.) Fatigue +22% Resists +19% acid +22% temporal Mind.save +10 (+3 eff.) ---------- misc Light +2 A suit of armour made of metal plates. |
shocking dwarven-steel shield of cold resistance (+20%) (0 def, 6 armour, 85.5 block)7.0 T3 shield armor Reqs - Shield usage training Str 24 [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 10 lightning Melee Ret 4 lightning ----- def ----- Armour +6 Fatigue +8% Resists +20% cold ---------- misc Talents +1 Block Handheld deflection devices. |
wrathful steel shield of fire resistance (+6%) (0 def, 4 armour, 40.5 block)7.0 T2 shield armor Reqs - Shield usage training Str 16 [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Deals 15 light and fire damage to each enemy blocked ----- def ----- Armour +4 Fatigue +8% Resists +6% light +23% fire ---------- misc Talents +1 Block Handheld deflection devices. |
quiver of ash arrows of grasping (22/22, 20.5-28.7 power, 7 apr)3.0 T2 arrow ammo [Ego+] Nature Power 20.5 - 28.7 Physical Uses 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 22 On Hit: * 20% chance to create vines that bind the target to the ground dealing 238 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
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. |
428 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. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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. |
pouch of dwarven-steel shots of grasping (15/15, 33-39.6 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego+] Nature Power 33.0 - 39.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 15 On Hit: * 20% chance to create vines that bind the target to the ground dealing 238 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
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. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 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. |
4 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. |
12 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. |
slime-covered dwarven-steel greatmaul of projection (Corpses) (42-63 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Disrupt/Psionic Power 42.0 - 63.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * 7% chance to slow global speed by 63% * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Curse of Corpses Massive two-handed mauls. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Dimu the Thalore Doomed level 18
50th Dusk 122nd year of Ascendancy at 11:54 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Dimu the Thalore Doomed level 18
47th Dusk 122nd year of Ascendancy at 15:54 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Dimu the Thalore Doomed level 10
5th Mirth 122nd year of Ascendancy at 08:24 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Dimu the Thalore Doomed level 20
75th Dusk 122nd year of Ascendancy at 12:16 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Dimu the Thalore Doomed level 16
28th Dusk 122nd year of Ascendancy at 22:55 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Dimu the Thalore Doomed level 21
18th Haze 122nd year of Ascendancy at 20:52 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Dimu the Thalore Doomed level 10
6th Mirth 122nd year of Ascendancy at 03:24 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Dimu the Thalore Doomed level 12
10th Flare 122nd year of Ascendancy at 11:49 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Dimu the Thalore Doomed level 17
37th Dusk 122nd year of Ascendancy at 12:03 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Dimu the Thalore Doomed level 19
75th Dusk 122nd year of Ascendancy at 02:16 see stats
Log
Dimu attunes to the damage.
Hurricane from Urkis, the High Tempest hits Dimu for (33 antimagic), (24 deflected), 72 lightning (72 total damage).
Storm wyrm breathes lightning!
Storm drake hatchling is stunned!
You have deflected 23 incoming damage!
You fight through the pain! (+3 hate)
Dimu resists the stun!
Storm wyrm hits Dimu for (33 antimagic), (23 deflected), 88 lightning (88 total damage).
Storm wyrm hits Storm drake hatchling for 0 lightning damage.
You fight through the pain! (+5 hate)
Hurricane from Urkis, the High Tempest hits Dimu for (33 antimagic), 107 lightning (107 total damage).
You have deflected 24 incoming damage!
Hurricane from Urkis, the High Tempest hits Dimu for (33 antimagic), (24 deflected), 59 lightning (59 total damage).
You have deflected 24 incoming damage!
You fight through the pain! (+2 hate)
Hurricane from Urkis, the High Tempest hits Dimu for (33 antimagic), (24 deflected), 81 lightning (81 total damage).
You have deflected 23 incoming damage!
Your hatred grows even as your life fades! (+10 hate)
Hurricane from Urkis, the High Tempest hits Shadow for 205 lightning damage.
Hurricane from Urkis, the High Tempest hits Dimu for (33 antimagic), (23 deflected), 123 lightning (123 total damage).
Hurricane from Urkis, the High Tempest killed Shadow!
Yvudalaith the temporal stalker casts Abduction.
You have deflected 24 incoming damage!
Your hatred grows even as your life fades! (+9 hate)
Saving game...


















































































































