











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! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Doomelf |
| Class | Necromancer |
| Level / Exp | 18 / 65% |
| Size | medium |
| Lifes / Deaths | Killed by Adylle the large white snake at level 18 on the 74th Haze 122nd year of Ascendancy at 19:46 / 1 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 14 (base 10) |
| Magic | 58 (base 46) |
| Willpower | 33 (base 20) |
| Cunning | 41 (base 27) |
Resources
| Life | -564/163 |
| Mana | 238/344 |
| Soul | 13/16 |
| Healing Factor | 1.0372895330003 |
| Regeneration | 0.25932238325009 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 9 |
| Crit Chance | 14% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 56 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +49% |
| Fire | +11% |
| Temporal | +5% |
| Mind | +12% |
| Arcane | +6% |
| Cold | +15% |
| All | +0% |
Offense: Damage Penetration
| Darkness | +35% |
| Light | +10% |
| Mind | +15% |
| Cold | +25% |
| All | +5% |
Defense: Base
| Armour (hardiness) | 7 (30%) |
| Defense | 6 |
| Ranged Defense | 6 |
| Fatigue | 2 |
| Physical Save | 15 |
| Spell Save | 33 |
| Mental Save | 25 |
Defense: Resistances
| Blight | 31%( 70%) |
| Cold | 45%( 70%) |
| All | 29%( 70%) |
| Lightning | 41%( 70%) |
| Light | 37%( 70%) |
| Temporal | 33%( 70%) |
| Darkness | 41%( 70%) |
| Fire | 44%( 70%) |
| Nature | 36%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 22% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 237 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 55 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 Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons&039;ve used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 |
Escort: lone alchemist (level 1 of Ruins of Kor'Pul) | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
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. | active |
Various alchemists around Maj&WHITESLATE039;Needed: one mummified bone. That is, a bone from a corpse that&039;re certain to find when you kick a mummy apart. I recommend finding one that doesn&039; The Brotherhood of Alchemists* &039; * You&WHITESLATE039;Needed: one vial of elder vampire blood. Once you&039; * &039; * &039;ve the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.&WHITESLATE039;Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.&WHITELIGHT_GREEN039;ve found the needed bear paw. * &039; Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You&WHITESLATE039;Needed: one faerlhing fang. I&039;m sure you&039; * You& | 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 | Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Murkstrike the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Mind Crit +2% Mindpower +5 (+2 eff.) Ignore resists +20% cold +5% all Ignore Armor +5 defense ------ Resistance +3% darkness other ------- Light +4 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 | linen wizard hat of arcana (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spellpower +4 (+2 eff.) defense ------ Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
| Tool | Zanilathaneg [power 45] (25/25 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: Stats +3 Cun +4 Dex offense ------ Damage +3% mind Setup a psionic shield, reducing all damage taken by 45 for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage by 12% for 2 turns. 100% to heal for 47. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Mayira the Blindwrest0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +5 Cun offense ------ Mind Crit +1% Damage +9% mind Ignore resists +5% light defense ------ Fatigue -5% Resistance +6% light other ------- Encumbrance +20 Rings make your fingers look great! |
| On fingers | copper ring &039;0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +12% darkness +11% fire Ignore resists +15% darkness +10% mind defense ------ Resistance +3% blight +22% fire +3% cold Spell save +3 (+1 eff.) Rings make your fingers look great! |
| Around waist | Unlightzeal1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +12% darkness Ignore resists +15% darkness When Hit 6 darkness defense ------ Resistance +6% lightning +6% temporal +3% darkness A belt that goes around your waist. |
| In main hand | elven-wood bonestaff of fate (25-30 power, 5 apr, darkness element)5.0 Encumbrance T4 staff 2H weapon [Ego] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +12 (+4 eff.) Damage +25% darkness defense ------ Physical save +6 (+5 eff.) Spell save +12 (+6 eff.) Mind save +6 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Balurak the rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats +2 Cun +2 Mag offense ------ Critical power +20.00% Mindpower +20 (+7 eff.) defense ------ Armor +1 Resistance +6% light +6% darkness other ------- Max hate +2.00 Max psi +10.00 Infravision +1 Learn an unarmed attack talent or enable &039; to see combat stats. Starfall: Puts all charms on 20 turn cooldown Effective talent level: 1.0 Power cost 20 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 98.19 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | timebroken linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) Damage +6% arcane +5% temporal defense ------ Resistance +7% all other ------- Max mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Betoganne the linen cloak (1 def, 2 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ When Hit 2 temporal defense ------ Armor +2 Defense +1 (+1 eff.) Resistance +6% darkness Unlife -60.00 life Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +12% lightning Stun Resist +22% Amulets make your neck look great! |
Inventory
healing infusion of the sneak (heal 129; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 129 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 523%; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 523% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the wizard (damage 161; dur 4; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 160.60 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 6; phase 18; cd 13)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the wizard (regen 954% over 10 turns; mana 48; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 954% for 10 turns (277 total) and instantly restoring 48 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. 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 sneak (absorb 63; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 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 63 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 156; dur 3; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 156 damage for 3 turns. 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. |
shielding rune of the sneak (absorb 211; dur 5; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 211 damage for 5 turns. Its effects scale with your Cunning 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 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +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 constitution (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
serendipitous copper amulet of perfection (0.13 Spell / Master of flesh,0.13 Spell / Spectre)0.1 Encumbrance T1 amulet jewelry [Ego++] Nature/Master While equipped: Stats +7 Lck offense ------ Accuracy +6 (+6 eff.) defense ------ Defense +5 (+5 eff.) Resist unseen 11% other ------- Masteries +0.13 Spell/Spectre +0.13 Spell/Master of flesh Amulets make your neck look great! |
marksman&0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+4 eff.) Rings make your fingers look great! |
rogue&0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun offense ------ Physical Power +6 (+6 eff.) Spellpower +6 (+2 eff.) Mindpower +6 (+2 eff.) defense ------ Defense +6 (+6 eff.) Rings make your fingers look great! |
warrior&0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Physical Power +5 (+5 eff.) Spellpower +5 (+2 eff.) Mindpower +7 (+2 eff.) defense ------ Armor +6 Rings make your fingers look great! |
dwarven-steel battleaxe &039; (44-67 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Rare] Master Weapon Damage 44.5 - 66.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-Hit, radius 1 +12 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 27 While equipped: offense ------ Damage +9% light When Hit 2 blight defense ------ Resistance +3% blight Massive two-handed battleaxes. |
Branedar the steel dagger (17-22 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Random Unique] Arcane/Master Weapon Damage 17.0 - 22.1 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * Create an explosion dealing 95 lightning damage (1/turn) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +5.0% Damage +9% lightning Ignore resists +7% lightning When Hit 2 acid defense ------ Crit Resistance 15.00% Blind Resist +20% Sharp, short and deadly. |
Dimtrail (10-13 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Random Unique] Arcane Weapon Damage 10.0 - 13.0 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 light Damage Against +8% Undead On-Hit, radius 1 +6 fire On Hit: * 20% chance to reduce damage dealt by 22% * Create an explosion dealing 95 fire damage (1/turn) While equipped: offense ------ Damage +5% fire Ignore resists +8% fire Ignore Armor +3 other ------- Stamina/turn +2.00 Sharp, short and deadly. |
Unerring Scalpel (15-20 power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+15 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor& |
dwarven-steel longsword (22-30 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Normal] Weapon Damage 21.5 - 30.1 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% Sharp, long, and deadly. |
Aruldawyn the Pitchwreck (10-12 power, 2 apr, arcane element)5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Cun offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% arcane +6% mind +3% darkness Ignore resists +10% darkness defense ------ Defense +6 (+6 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 110.56 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Gloomrazor the elm bonestaff (10-12 power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +6% lightning +6% mind +25% darkness defense ------ Defense +6 (+6 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 110.56 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Olerandur the Floeripper (10-12 power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +11.00% Spellpower +3 (+1 eff.) Damage +9% blight +12% cold +6% mind +10% darkness Ignore resists +20% mind defense ------ Resistance +3% mind other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen ash vilestaff of might (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +6 (+2 eff.) Damage +15% darkness defense ------ Armor +2 Hardiness +3% Physical save +2 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm bonestaff (10-12 power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Deleroddastir the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Dex +4 Cun +6 Lck defense ------ Defense +25 (+19 eff.) Resistance +9% blight +3% lightning Stealth +6 Life Regen +4.00 other ------- Disarm Traps +6 Infravision +4 A belt that goes around your waist. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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. |
grounding rough leather belt1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Resistance +5% lightning +5% temporal A belt that goes around your waist. |
rough leather belt1.0 Encumbrance T1 belt armor [Normal] A belt that goes around your waist. |
Aralechik the linen cloak (6 def, 2 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Mag offense ------ Physical Crit +2.0% Physical Power +2 (+2 eff.) Ignore resists +10% physical Accuracy +10 (+10 eff.) defense ------ Armor +2 Defense +6 (+6 eff.) Fatigue -3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak &039; (11 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +3 Wil +2 Cun offense ------ Damage +3% mind defense ------ Defense +11 (+11 eff.) Physical save +3 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+12 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Baroruiblek the Coalrebel (20 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Rare] Nature While equipped: Stats +1 Str +3 Con offense ------ Damage +6% darkness Ignore resists +15% mind defense ------ Armor +3 Defense +20 (+17 eff.) Fatigue +2% Resistance +3% darkness Life Regen +2.00 Healmod +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Veluma the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +1 Mag offense ------ Spellpower +4 (+2 eff.) Accuracy +20 (+15 eff.) defense ------ Armor +1 Physical save +3 (+3 eff.) other ------- Max stamina +20.00 A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable &039; to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 56.02 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Nayahir (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +4 Str +2 Wil +1 Con offense ------ Physical Power +6 (+6 eff.) defense ------ Armor +1 Resistance +9% nature Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets of spellstriking (0 def, 2 armour)1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Ego+] Arcane While equipped: Stats +3 Mag +4 Wil offense ------ Spellpower +6 (+2 eff.) On-Hit 6 arcane Damage +5% arcane defense ------ Armor +2 Fatigue +3% Resistance +4% arcane Learn an unarmed attack talent or enable &039; to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
restful hardened leather gloves of strength (+2) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str offense ------ Physical Power +6 (+6 eff.) defense ------ Armor +2 Life Regen +2.00 other ------- Stamina/turn +0.60 Max stamina +14.00 Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Earaziladir (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +5 Wil offense ------ Spell Crit +1% Mindpower +8 (+3 eff.) Damage +3% arcane defense ------ Armor +1 Fatigue +1% Mind save +6 (+3 eff.) other ------- Mana/turn +0.12 Psi when Hit +0.12 A cap made of leather. |
Issintir the Naturepyre (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil offense ------ Critical power +10.00% Mindpower +3 (+1 eff.) Ignore resists +5% nature Ignore Armor +2 defense ------ Armor +1 Fatigue +1% A cap made of leather. |
linen wizard hat &039; (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Wil offense ------ Damage +6% light On-Hit (Melee): * 20% chance to reduce armor by 37% defense ------ Defense +1 (+1 eff.) Resistance +6% light Physical save +6 (+5 eff.) A pointy cloth hat, very wizardly... |
2 agate0.0 Encumbrance 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. |
346 alchemist agate0.0 Encumbrance 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. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman&3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+2 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. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
brass lantern &039;2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Physical Crit +2.0% Physical Power +5 (+5 eff.) Ignore resists +5% nature defense ------ Resistance +1% physical +3% fire Unlife -80.00 life Life +42.00 other ------- 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. |
scorching brass lantern2.0 Encumbrance T1 lite [Ego] Arcane While equipped: offense ------ When Hit 13 fire defense ------ Resistance +6% fire other ------- 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. |
Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 9 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 169.43 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp& |
Prox&2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+5 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling&039;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&039;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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher&VIOLETLASTCRIMSONLASTYELLOWLASTffff66LAST999900LASTANTIQUE_WHITE039;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. |
Telekinetic Core2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+3 eff.) Mindpower +3 (+1 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+8 eff.) Psionic Pull: Effective talent level: 3.0 Power cost 18 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 57 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Tideedge [power 122] (25/15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +5% cold defense ------ Resistance +3% acid +3% fire +6% temporal Mind save +3 (+2 eff.) other ------- Max hate +6.00 Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
powerful elm totem of healing [power 116] (25/15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Slurp Earwax the Doomelf Necromancer level 12
5th Dusk 122nd year of Ascendancy at 13:13 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Slurp Earwax the Doomelf Necromancer level 6
78th Pyre 122nd year of Ascendancy at 02:53 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Slurp Earwax the Doomelf Necromancer level 10
5th Mirth 122nd year of Ascendancy at 18:48 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Slurp Earwax the Doomelf Necromancer level 4
77th Pyre 122nd year of Ascendancy at 22:13 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Slurp Earwax the Doomelf Necromancer level 9
4th Mirth 122nd year of Ascendancy at 17:48 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Slurp Earwax the Doomelf Necromancer level 12
20th Dusk 122nd year of Ascendancy at 04:03 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Slurp Earwax the Doomelf Necromancer level 15
8th Haze 122nd year of Ascendancy at 18:01 see stats
Log
Adylle the large white snake uses Blinding Powder.
Slurp Earwax loses sight!
Slurp Earwax is disabled.
Adylle the large white snake hits Slurp Earwax for damage.
Slurp Earwax casts Rune: Blink.
Slurp Earwax is out of phase.
Slurp Earwax is caught in decaying ground.
Something hits Slurp Earwax for (5 absorbed), 2 blight (2 total damage).
Slurp Earwax casts Invoke Darkness.
Slurp Earwax hits Something for 212 darkness damage.
Something hits Slurp Earwax for (15 absorbed), 7 blight, (11 absorbed), 5 blight, (8 absorbed), 4 blight (17 total damage).
Something hits Slurp Earwax for (5 absorbed), 2 blight (2 total damage).
Slurp Earwax unleashes a blast of frostdusk as he crosses the veil!
Something hits Slurp Earwax for (73 absorbed), 36 blight (36 total damage).
Slurp Earwax hits Something for 77 cold, 96 darkness (173 total damage).
Slurp Earwax casts Rune: Mirror Image.
Slurp Earwax has regained its confidence.
Slurp Earwax&LASTHiemal Shield.
Slurp Earwax starts to bleed.
Something hits Slurp Earwax for (27 absorbed), 122 physical (122 total damage).
Slurp Earwax uses Zanilathaneg!
Slurp Earwax receives 49 healing.
Something performs a melee critical strike against Slurp Earwax!
Something hits Slurp Earwax for (45 flat reduction), 478 physical (478 total damage).
Slurp Earwax the level 18 doomelf necromancer was mauled to death by Adylle the large white snake on level 1 of The Maze.


































































































