












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Skirmisher |
| Level / Exp | 18 / 53% |
| Size | big |
| Lifes / Deaths | Killed by Ce'Nabremina the copperhead snake at level 18 on the 54th Dusk 122nd year of Ascendancy at 14:38 / 1 |
Primary Stats
| Strength | 21 (base 13) |
| Dexterity | 58 (base 46) |
| Constitution | 10 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 10 (base 11) |
| Cunning | 44 (base 33) |
Resources
| Life | -69/457 |
| Stamina | 23/162 |
| Healing Factor | 1.1200003099961 |
| Regeneration | 6.8880019064763 |
Speed
| Mental | -3.3306690738755E-14% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 35.634550475236 |
| See Invisible | 44.634550475236 |
Offense: Mainhand
| Damage | 86 |
| Accuracy | 53 |
| Crit Chance | 24% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Fire | +10% |
| Physical | +31% |
| Cold | +11% |
| All | 0% |
Offense: Damage Penetration
| Fire | +20% |
| Physical | +30% |
Defense: Base
| Armour (hardiness) | 29.719009130622 (56.026343845506%) |
| Defense | 57 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 21 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 21%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 25%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 35%( 70%) |
| Light | + 46%( 70%) |
| Physical | + 16%( 70%) |
| Mind | + 24%( 70%) |
| Darkness | + 43%( 70%) |
| Fire | + 28%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 546% 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 Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 180 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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'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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Vitality (+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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * You've found the needed sandworm tooth. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don'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 within5 lumberjacks have died. | done |
Equipment
| On feet | Yarondil the pair of rough leather boots (0 def, 5 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Phys.crit +4.0% Dmg.mod +3% physical Acc +15 (+5 eff.) Apr +1 ----- def ----- Armour +5 ---------- misc Stam/turn +2.40 Max.stam +11.00 A pair of boots made of leather. |
| Quiver | pouch of steel shots of erosion (4/17, 22-26 power, 2 apr)3.0 T2 shot ammo [Ego] Nature Power 22.0 - 26.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 17 Ranged+ +7 nature Shots are used with slings to pummel your foes to death. |
| Light source | Salina the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Phys.pwr +15 (+5 eff.) Apr +2 ----- def ----- Resists +9% acid +3% nature Die.at -20.00 life ---------- misc Light +6 See.Invis +6 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 | Cinderbone (10 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% physical Res.pen +10% fire +15% physical ----- def ----- Armour +1 Defense +10 (+3 eff.) Fatigue +1% Resists +11% light +3% fire +11% darkness +5% arcane A cap made of leather. |
| On hands | sand dwarven-steel gauntlets of strength (+2) (0 def, 8 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+3 eff.) Melee+ 6 physical Dmg.mod +7% physical ----- def ----- Armour +8 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Arthagar (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +4 Cun dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +6% physical Res.pen +15% physical ----- def ----- Defense +5 (+2 eff.) ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Daimedil the Blindwreath0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +12% lightning +12% physical Acc +9 (+3 eff.) Apr +8 Melee Ret 2 darkness ----- def ----- Defense +8 (+3 eff.) Resists +24% lightning HP.reg +2.00 Stun/Frz- +20% Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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. Rings make your fingers look great! |
| On fingers | sneakthief's copper ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
| Around neck | copper amulet 'Lustrerace'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex dps ---------- Phys.crit +1.0% Crit.mult +15.00% Phys.pwr +5 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Resists +12% fire +3% light +12% cold Amulets make your neck look great! |
| In main hand | Brightviper4.0 T3 sling 1H weapon [Random Unique] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +5 cold +7 fire While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+3 eff.) Dmg.mod +11% cold +10% fire Res.pen +10% fire ---------- misc Psi/ret +0.12 Hate/m.crit +2.00 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Heatwell1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Dex +1 Wil dps ---------- Phys.crit +4.0% Crit.mult +15.00% Phys.pwr +3 (+1 eff.) ----- def ----- Resists +1% physical ---------- misc See.Invis +3 A belt that goes around your waist. |
| In off hand | Polytira the steel shield (0 def, 4 armour, 15-18 power, 40 block) =2 MAG SHIELD=7.0 T2 shield armor Reqs Shield usage training [Random Unique] Arcane/Psionic When used to Attack: Power 15.0 - 18.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 While equipped: Stats +2 Mag ----- def ----- Armour +4 Fatigue +8% Resists +22% light +22% darkness +11% mind Phys.save +12 (+6 eff.) Die.at -20.00 life ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | enveloping kruk cloak of the guardian (11 def, 3 armour)2.0 T1 cloak armor [Cosmetic Item] Master While equipped: ----- def ----- Armour +3 Defense +11 (+3 eff.) Phys.save +16 (+8 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) A stylish kruk-style cloak, to look awesome. |
| Main armor | elven-silk robe of life (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +7% blight +15% all Max.HP +59.00 HP.reg +3.90 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion of the duelist (heal 287; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 287 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd 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. 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 warrior (absorb 60; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 60 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 Strength 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 wizard (absorb 64; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 64 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
savior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! |
steel dagger 'Ivuralaith' (14-18 power, 6 apr) =3 MAG 1H=1.0 T2 dagger 1H weapon [Rare] Psionic Power 13.5 - 17.6 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 darkness Against +9% Living While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Melee Ret 8 blight ----- def ----- Resists +5% arcane ---------- misc Mana/s.crit +1.00 Light +1 Sharp, short and deadly. |
Adinn4.0 T1 sling 1H weapon [Rare] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Proj.spd +100% While equipped: Stats +2 Dex dps ---------- Res.pen +5% acid ----- def ----- Armour +2 HP.reg +4.00 Slings are used to hurl stones or metal shots at your foes. |
thick linen cloak of the Shaloren (1 def, 6 armour) =2 MAG CLOAK=2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +1 Wil ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bethonn the Noonblow (0 def, 0 armour) =12 MAG CHEST=2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +12 Mag +4 Wil +1 Cun ----- def ----- Resists +7% all Crit.chn- 5.00% ---------- misc Mana/turn +0.13 Psi/turn +0.13 Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cinderhunt (0 def, 1 armour) =2 MAG BOOTS=2.0 T1 feet armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Res.pen +5% fire Melee Ret 2 fire ----- def ----- Armour +1 Max.HP +20.00 Stun/Frz- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Blink to a nearby random location (rad 7) Puts all charms on 21 cooldown A pair of boots made of leather. |
pair of iron boots 'Isewe' (0 def, 5 armour) =5 MAG BOOTS=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Mag dps ---------- Spell.crit +2% Spell.pwr +15 (+10 eff.) Phasing +10% ----- def ----- Armour +5 Fatigue +2% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Blackschism (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.crit +1.0% Dmg.mod +6% darkness +6% physical Res.pen +5% darkness ----- def ----- Armour +3 Fatigue +5% Phys.save +3 (+1 eff.) Die.at -80.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
3 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. |
175 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. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) =FAST DIG=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. |
7 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. |
Arodhelranne the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Mind.crit +2% ----- def ----- Resists +3% blight ---------- misc Psi/ret +0.04 Max.hate +4.00 Light +6 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. |
Eye of the Dreaming One =sleepy=2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 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 6 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 20% 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. |
Prox's Lucky Halfling Foot =how lucky we feelin now=2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
Ivalemira the pouch of iron shots (19/19, 14-16 power, 1 apr)3.0 T1 shot ammo [Rare] Psionic Power 13.5 - 16.2 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 19 Rld cld 6 Ranged+ +7 mind On Crit.r2 +20 mind On Hit: * 20 arcane resource burn * 11% chance to reduce all saves and defense by 15 Shots are used with slings to pummel your foes to death. |
flaming pouch of iron shots of accuracy (14/14, 14-16 power, 1 apr)3.0 T1 shot ammo [Ego] Arcane/Master Power 13.5 - 16.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +6 Apr +1 Crit +4.0% Capacity 14 On Hit.r1 +7 fire Shots are used with slings to pummel your foes to death. |
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. |
2 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. |
7 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. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By SlinginMoo the Ogre Skirmisher level 10
1st Dusk 122nd year of Ascendancy at 04:37 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By SlinginMoo the Ogre Skirmisher level 10
1st Dusk 122nd year of Ascendancy at 04:36 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By SlinginMoo the Ogre Skirmisher level 5
3rd Mirth 122nd year of Ascendancy at 20:35 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By SlinginMoo the Ogre Skirmisher level 5
1st Mirth 122nd year of Ascendancy at 11:25 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By SlinginMoo the Ogre Skirmisher level 16
45th Dusk 122nd year of Ascendancy at 10:42 see stats
Log
Melee retaliation hits War hound for 2 darkness damage.
War hound hits SlinginMoo for (22 flat reduction), 50 physical (50 total damage).
Ce'Nabremina the copperhead snake shoves War hound aside.
Bleeding from SlinginMoo hits Thief for 32 physical damage.
Bleeding from SlinginMoo killed Thief!
SlinginMoo feels pain again.
Talent Bash and Smash is ready to use.
Explosive Saw from Ce'Nabremina the copperhead snake hits SlinginMoo for (19 flat reduction), 0 physical (0 total damage).
You are unable to move!
SlinginMoo uses Bash and Smash.
SlinginMoo hits Ce'Nabremina the copperhead snake for 37 physical, 11 physical (48 total damage).
Ce'Nabremina the copperhead snake starts to bleed.
SlinginMoo cleverly deflects the attack with his shield!
SlinginMoo follows up with a countershot.
SlinginMoo repels an attack from War hound.
SlinginMoo's Bash and Smash hits Ce'Nabremina the copperhead snake for 183 physical, 5 cold, 6 nature, 6 fire (200 total damage).
Xilelle the fox misses SlinginMoo.
Xilelle the fox misses SlinginMoo.
Ritch flamespitter spits flames!
Ritch flamespitter hits SlinginMoo for (22 flat reduction), 34 fire (34 total damage).
SlinginMoo's Counter Shot hits War hound for 34 physical, 6 cold, 7 nature, 7 fire (53 total damage).
Ce'Nabremina the copperhead snake uses Slash.
Ce'Nabremina the copperhead snake performs a melee critical strike against SlinginMoo!
SlinginMoo reacts to an attack from Ce'Nabremina the copperhead snake, mitigating the blow!.
SlinginMoo is recovering from the damage!
Ce'Nabremina the copperhead snake hits SlinginMoo for (22 flat reduction), (49 reacted , -3 stam), 297 physical (297 total damage).
Melee retaliation hits Ce'Nabremina the copperhead snake for 2 darkness damage.
Bleeding from SlinginMoo hits Ce'Nabremina the copperhead snake for 46 physical damage.
SlinginMoo the level 18 ogre skirmisher was stabbed to death by Ce'Nabremina the copperhead snake on level 3 of The Maze.




















































































