










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 | Female |
| Race | Doomelf |
| Class | Necromancer |
| Level / Exp | 21 / 39% |
| Size | medium |
| Lifes / Deaths | Killed by Emirata the gigantic sandworm tunneler at level 21 on the 44th Haze 122nd year of Ascendancy at 15:04 / 1 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 11 (base 10) |
| Magic | 68 (base 50) |
| Willpower | 38 (base 17) |
| Cunning | 57 (base 35) |
Resources
| Life | -323/262 |
| Mana | 61/434 |
| Soul | 12/14 |
| Healing Factor | 1.1197162075847 |
| Regeneration | 12.596807335328 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 5 |
| Crit Chance | 19% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 63 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Cold | +10% |
| Darkness | +34% |
| Blight | +9% |
| Arcane | +11% |
| Fire | +6% |
| All | +0% |
Offense: Damage Penetration
| Darkness | +5% |
| Light | +15% |
| Fire | +10% |
| Cold | +8% |
| All | +0% |
Defense: Base
| Armour (hardiness) | 5 (30%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 0 |
| Physical Save | 7 |
| Spell Save | 31 |
| Mental Save | 30 |
Defense: Resistances
| Lightning | 32%( 70%) |
| Darkness | 32%( 70%) |
| Cold | 39%( 70%) |
| Blight | 32%( 70%) |
| Mind | 45%( 70%) |
| Fire | 32%( 70%) |
| All | 28%( 70%) |
Defense: Immunities
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
Inscriptions (3/3)
| 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 248 damage for 5 turns. Its effects scale with your Cunning 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 77 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. |
| 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 | 1.60 |
| 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 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Grave | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Cunning / Survival | 1.20 |
| 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: injured seer (level 1 of Ruins of Kor'Pul) | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved Cunning by +5. | 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 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj&WHITESLATE039;Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...&WHITESLATE039;Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.&WHITELIGHT_GREEN039;ve found the needed giant spider spinneret. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You&WHITELIGHT_GREEN039;ve found the needed orc heart. * &039; Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * &039; * &039; * You&WHITELIGHT_GREEN039;ve found the needed black mamba head. * You&WHITESLATE039;Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They&039;ve never been blunted by use, so be careful you don&039;t get eaten.& | 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 within6 lumberjacks have died. | done |
Equipment
| On feet | Eden&2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 48% (based on Cunning). Uses 50 power out of 15/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | Sunvalor the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +9% darkness Ignore resists +15% light defense ------ Resistance +6% darkness +3% lightning Life +44.00 other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | hardened leather cap &039; (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spell Crit +3% Damage +9% blight +8% arcane When Hit 2 blight On-Hit (Melee): * 20% chance to reduce all saves and defense by 23 defense ------ Armor +3 Fatigue +3% Resistance +6% blight +6% fire +15% mind A cap made of leather. |
| Tool | Muckspawn (dig speed 28 turns)3.0 Encumbrance T3 digger tool [Rare] Arcane While equipped: Stats +2 Str +2 Mag offense ------ Spell Crit +7% Critical power +5.00% On-Hit (Melee): * 20% chance to slow global speed by 49% defense ------ Disease Resist +20% Silence Resist +10% Confus Resist +20% other ------- Max mana +31.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring &039;0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag +1 Wil +5 Cun offense ------ Damage +3% acid defense ------ Resistance +9% mind Spell save +6 (+3 eff.) other ------- Psi when Hit +0.08 Rings make your fingers look great! |
| On fingers | rogue&0.1 Encumbrance T1 ring jewelry [Ego+] Nature/Master While equipped: Stats +3 Cun defense ------ Defense +6 (+3 eff.) Life +43.00 Life Regen +7.00 Healmod +11% Rings make your fingers look great! |
| Around waist | Phoenixroar the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +6 Cun +11 Wil offense ------ Damage +6% fire Ignore resists +10% fire Against +21% Summoned When Hit 2 nature 4 fire defense ------ Resist Against +23% Summoned A belt that goes around your waist. |
| In main hand | elven-wood bonestaff of might (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 +12% Spellpower +12 (+3 eff.) Damage +25% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | restful rough leather gloves of magic (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag offense ------ Damage +3% arcane defense ------ Armor +1 Life Regen +2.00 other ------- Stamina/turn +0.60 Max stamina +11.00 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. |
| Main armor | Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+6 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. |
| Cloak | Eclipsequake the linen cloak (21 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil offense ------ Ignore resists +5% darkness defense ------ Defense +21 (+10 eff.) Resistance +3% lightning Mind save +8 (+4 eff.) Unlife -60.00 life Disease Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | restful steel amulet of manastreaming0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag offense ------ Spellpower/crit +2 defense ------ Fatigue -5% Life Regen +2.00 other ------- Mana/turn +0.12 Max mana +23.00 Amulets make your neck look great! |
Inventory
healing infusion of the sneak (heal 162; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 162 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. |
healing infusion of the wizard (heal 176; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 176 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 514%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 514% 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 Willpower 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 wizard (speed 604%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 604% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 156; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 156 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 wizard (res 31%; mental; dur 3; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 31% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the wizard (range 5; phase 18; cd 13)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 10; resist 27%; move 34%; dur 5; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 27% all resistance, you move 34% faster, and you are invisible (power 10). 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 88; 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 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 88 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. |
Xanitira0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Accuracy +10 (+10 eff.) Ignore Armor +4 defense ------ Defense +10 (+5 eff.) Resistance +12% mind Confus Resist +22% Amulets make your neck look great! |
steel amulet &039;0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Wil offense ------ Damage +9% nature Ignore resists +10% nature On-Hit (Melee): * 10% chance to slow global speed by 49% defense ------ Resistance +3% nature other ------- Masteries +0.10 Spell/Spectre +0.12 Technique/Combat training Amulets make your neck look great! |
warrior&0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +6% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
Silida the Blindhunter0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +3% darkness Ignore resists +10% darkness +10% light When Hit 4 light defense ------ Resistance +6% light +3% cold Physical save +8 (+8 eff.) Spell save +6 (+3 eff.) Mind save +7 (+4 eff.) other ------- Light +1 Rings make your fingers look great! |
copper ring of frost (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% cold defense ------ Resistance +22% cold Rings make your fingers look great! |
marksman&0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ Damage +10% fire Accuracy +6 (+6 eff.) defense ------ Resistance +20% fire Rings make your fingers look great! |
pixie&0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag offense ------ Spellpower +6 (+1 eff.) Rings make your fingers look great! |
psionicist&0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil defense ------ Mind save +4 (+2 eff.) Rings make your fingers look great! |
savior&0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Damage +11% light defense ------ Resistance +22% light Physical save +7 (+7 eff.) Spell save +7 (+4 eff.) Mind save +7 (+4 eff.) Rings make your fingers look great! |
wizard&0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Life +20.00 Disarm Resist +20% Pinning Resist +20% Knockbk Resist +22% Rings make your fingers look great! |
Swordbreaker (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+8 eff.) Physical save +15 (+14 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
flaming steel longsword of massacre (20-28 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Ego] Arcane/Master Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +6 fire Sharp, long, and deadly. |
Alorain the yew starstaff (20-24 power, 4 apr, temporal element)5.0 Encumbrance T3 staff 2H weapon [Rare] Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +8 Mag +2 Wil offense ------ Spell Crit +11% Critical power +13.00% Spellpower +9 (+2 eff.) Damage +12% mind +20% temporal Ignore resists +10% mind other ------- Infravision +3 See Invisibility +6 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Galetorrent the ash vilestaff (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane/Master 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 +14% Critical power +12.00% Spellpower +6 (+1 eff.) Damage +6% blight +15% darkness Ignore resists +5% lightning On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 defense ------ Resistance +3% blight Physical save +10 (+10 eff.) Spell save +13 (+7 eff.) Mind save +11 (+6 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Skullcleaver (20-28 power, 4 apr)3.0 Encumbrance T1 waraxe 1H weapon Reqs Str 18 [Unique] Arcane Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
flaming dwarven-steel waraxe of paradox (17-24 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane Weapon Damage 17.0 - 23.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +8 temporal On-Hit, radius 1 +7 fire While equipped: defense ------ Resistance +9% temporal One-handed war axes. |
Magmawisp the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +8 (+2 eff.) When Hit 2 fire defense ------ Mind save +8 (+4 eff.) other ------- Max psi +10.00 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. |
Rimebolt (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Wil +3 Cun +4 Con offense ------ Physical Crit +1.0% Physical Power +1 (+1 eff.) Damage +3% cold Ignore resists +5% cold defense ------ Defense +1 (+1 eff.) Fatigue -3% other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe &039; (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Arcane While equipped: offense ------ Damage +12% darkness Ignore resists +15% acid When Hit 2 temporal defense ------ Resistance +1% physical +18% darkness +7% all Life +40.00 Life Regen +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Horominik the Ichorstalker (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Physical Power +4 (+4 eff.) Damage +12% acid +3% mind Ignore Armor +8 defense ------ Armor +3 Resistance +6% nature +24% acid A pair of boots made of leather. |
Shadowwasp the iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor Reqs - Heavy armour training [Rare] Arcane While equipped: Stats +4 Mag +5 Wil +3 Con offense ------ Spellpower +5 (+1 eff.) On-Hit 4 arcane Damage +3% arcane +3% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 19% defense ------ Armor +1 Fatigue +1% Resistance +4% arcane other ------- Light +1 See Invisibility +6 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. |
Aerytta the Woeminister (0 def, 3 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +3 Con offense ------ Damage +6% darkness Ignore resists +15% darkness defense ------ Armor +3 Fatigue +5% Resistance +12% lightning +3% darkness +6% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap &039; (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Mag offense ------ Spell Crit +4% Critical power +5.00% When Hit 2 mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 23 defense ------ Armor +1 Fatigue +1% Resistance +7% cold other ------- Breathe water A cap made of leather. |
rough leather cap &039; (0 def, 5 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Critical power +5.00% Mindpower +4 (+2 eff.) Damage +6% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 19% defense ------ Armor +5 Fatigue +1% Crit Resistance 5.00% Mind save +3 (+2 eff.) Teleport Resist +20% A cap made of leather. |
The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor Reqs Str 16 [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+7 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
cured leather armour &039; (6 def, 4 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Random Unique] Nature/Master While equipped: Stats +1 Str +2 Mag +3 Wil offense ------ When Hit 2 blight defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +19% lightning Life +73.00 Life Regen +9.10 Healmod +21% A suit of armour made of leather. |
9 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. |
133 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. |
2 opal0.0 Encumbrance 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(94 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern &039;2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 23 defense ------ Defense +5 (+3 eff.) Resistance +5% arcane +6% lightning Physical save +3 (+3 eff.) Unlife -40.00 life Life +41.00 Blind Resist +10% 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. |
Prox&2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target&LIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLAST999900LASTANTIQUE_WHITE |
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. |
It Which Writhes0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Duvurab [power 1] (25 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +2 Mag offense ------ Spell Crit +1% Critical power +10.00% Spellpower/crit +2 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
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. |
piercing yew wand of clairvoyance [power 12] (15 cooldown)2.0 Encumbrance T3 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 12, power 74 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 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. |
6 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. |
11 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 Fae Mortis the Doomelf Necromancer level 11
6th Flare 122nd year of Ascendancy at 15:03 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Fae Mortis the Doomelf Necromancer level 6
77th Pyre 122nd year of Ascendancy at 18:55 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Fae Mortis the Doomelf Necromancer level 10
7th Mirth 122nd year of Ascendancy at 05:30 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Fae Mortis the Doomelf Necromancer level 20
19th Haze 122nd year of Ascendancy at 17:29 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Fae Mortis the Doomelf Necromancer level 6
78th Pyre 122nd year of Ascendancy at 14:54 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Fae Mortis the Doomelf Necromancer level 12
24th Dusk 122nd year of Ascendancy at 18:06 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Fae Mortis the Doomelf Necromancer level 12
26th Dusk 122nd year of Ascendancy at 15:58 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Fae Mortis the Doomelf Necromancer level 16
60th Dusk 122nd year of Ascendancy at 11:14 see stats
Log
Emirata the gigantic sandworm tunneler&fbd578LASTPURPLELASTLAST039;s manaburn arcane area effect hits Sandworm burrower for 0 arcane damage.
Emirata the gigantic sandworm tunneler misses Fae Mortis.
Emirata the gigantic sandworm tunneler misses Fae Mortis.
Emirata the gigantic sandworm tunneler shares damage with his oozes!
Poison from Emirata the gigantic sandworm tunneler hits Fae Mortis for 75 nature damage.
Spikes of Decrepitude hits Emirata the gigantic sandworm tunneler for 12 cold, 10 darkness (22 total damage).
Spikes of Decrepitude hits Bloated ooze for 25 cold damage.
Spikes of Decrepitude killed Bloated ooze!
Fae Mortis casts Ghost Walk.
Fae Mortis&LASTLASTLASTfbd578LASTLIGHT_GREENLASTLAST1133F3LASTGREYLAST63 total damage).
Spikes of Decrepitude hits Emirata the gigantic sandworm tunneler for 41 cold, 36 darkness (76 total damage).
Spikes of Decrepitude hits Gigantic corrosive tunneler for 47 cold, 44 darkness (90 total damage).
Spikes of Decrepitude killed Bloated ooze!
Fae Mortis casts Rune: Mirror Image.
Mirror Image uses Taunt.
Mirror Image uses Taunt.
Emirata the gigantic sandworm tunneler activates Antimagic Shield.
Gigantic corrosive tunneler hits Mirror Image for 29 acid damage.
Fae Mortis casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Fae Mortis is no longer pinned.
Poison from Emirata the gigantic sandworm tunneler hits Fae Mortis for 60 nature damage.
Fae Mortis the level 21 doomelf necromancer was splurged to death by Emirata the gigantic sandworm tunneler on level 1 of Sandworm lair.











































































































