











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.0Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This 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 Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 20 / 22% |
| Size | medium |
| Lifes / Deaths | Killed by Assassin Lord at level 20 on the 44th Dusk 122nd year of Ascendancy at 05:58 / 1 |
Primary Stats
| Strength | 41 (base 30) |
| Dexterity | 16 (base 10) |
| Constitution | 25 (base 20) |
| Magic | 50 (base 48) |
| Willpower | 17 (base 10) |
| Cunning | 28 (base 11) |
Resources
| Life | -118/739 |
| Positive | 89/129 |
| Stamina | 203/206 |
| Healing Factor | 1.4345178243369 |
| Regeneration | 16.13832552379 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | -1.1102230246252E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 52 |
| Accuracy | 38 |
| Crit Chance | 21% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +5% |
| Light | +11% |
| Cold | +6% |
| Darkness | +18% |
| Physical | +3% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Acid | +13% |
| All | +6% |
Defense: Base
| Armour (hardiness) | 27.551211628464 (73.607947236566%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 21 |
| Physical Save | 30 |
| Spell Save | 21 |
| Mental Save | 18 |
Defense: Resistances
| Acid | + 4%( 70%) |
| Blight | + 10%( 70%) |
| Cold | + 7%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 17%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 7%( 70%) |
| Mind | + 10%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 9%( 70%) |
Defense: Immunities
| Silence Resistance | 36% |
| Bleed Resistance | 20% |
| Confusion Resistance | 21% |
| Instadeath Resistance | 100% |
| Stun Resistance | 20% |
| Poison Resistance | 12% |
| Disarm Resistance | 0% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 154.97 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 70 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 Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 475% 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: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 140 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 3/5 |
| 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 failed to protect the lost tinker from death by Lady Zoisla the Tidebringer. Escort: lost tinker (level 2 of Heart of the Gloom) | failed |
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. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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'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 precision. 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 wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * '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.' * You've found the needed giant spider spinneret. | 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 within | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| On feet | Bregenaridur the pair of rough leather boots (10 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: ----- def ----- Armour +1 Defense +10 (+5 eff.) Resists +3% darkness Max.HP +60.00 Heal.mod +20% Silence- +26% Confus- +21% Stun/Frz- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A pair of boots made of leather. |
| Light source | piercing brass lantern of health2.0 T1 lite [Ego+] Nature/Master While equipped: dps ---------- Res.pen +6% all Apr +6 ----- def ----- Max.HP +42.00 ---------- misc 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 | Beonik (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% mind ----- def ----- Armour +1 Fatigue +1% Resists +3% temporal Phys.save +9 (+5 eff.) Die.at -40.00 life Max.HP +60.00 Cut- +20% Silence- +10% A cap made of leather. |
| On hands | Raguharador (0 def, 6 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 5 physical Dmg.mod +3% physical Apr +4 ----- def ----- Armour +6 Fatigue +1% Phys.save +3 (+2 eff.) 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 | iron pickaxe 'Ivuma' (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+3 eff.) Melee Ret 6 physical ----- def ----- Fatigue -5% Mind.save +3 (+2 eff.) Die.at -20.00 life Max.HP +20.00 HP.reg +4.00 ---------- misc Stam/turn +2.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+2 eff.) Rings make your fingers look great! |
| On fingers | Fogpride the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +7 Cun +1 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +6% darkness ----- def ----- Resists +5% nature +6% blight Poison- +12% Disease- +10% ---------- misc Max.hate +2.00 Rings make your fingers look great! |
| Around neck | wanderer's steel amulet of dexterity (+5)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Dex +5 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
| In main hand | elemental steel longsword (14-19 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Arcane Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 64 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +5% acid Res.pen +7% acid Sharp, long, and deadly. |
| Around waist | noble's hardened leather belt of containment1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +20% Summoned ----- def ----- D.Red.from +19% Summoned Anom.red +12 Max.HP +53.00 ---------- misc Max.mana +48.00 Max.stam +31.00 Max.hate +13.00 Max.psi +22.00 Max.vim +24.00 Max.P.En +22.00 Max.N.En +21.00 A belt that goes around your waist. |
| In off hand | Kindlewalker the steel shield (0 def, 4 armour, 18-21 power, 43 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Arcane When used to Attack: Power 17.5 - 21.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +43 Melee+ +11 fire +11 light +12 darkness On Crit.r2 +14 light +15 fire While equipped: Stats +2 Str +2 Mag +2 Wil +1 Cun +1 Con dps ---------- Dmg.mod +11% light +12% darkness On shield block: * Deals 96 light and fire damage to each enemy blocked Melee Ret 11 fire ----- def ----- Armour +4 Fatigue +8% Resists +17% fire +18% light +11% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Salotta the Shadowveil (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Str +1 Dex dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Tundrastalker (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% cold Melee Ret 8 mind On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 20 * 10% chance to reduce all saves and defense by 20 ----- def ----- Armour +7 Fatigue +22% Resists +6% mind +3% cold Max.HP +21.00 HP.reg +2.00 Heal.mod +11% A suit of armour made of metal plates. |
Inventory
healing infusion of the duelist (heal 72; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 72 then cleanse 1 wound, poison, and disease effect. 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. |
movement infusion of the duelist (speed 497%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 497% 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 Dexterity 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 490%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 490% 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. |
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
teleportation rune of the wizard (range 85; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 85 with a minimum range of 15. 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. |
restful copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Fatigue -4% HP.reg +1.00 Amulets make your neck look great! |
copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +6 (+3 eff.) Rings make your fingers look great! |
mule's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -4% Blind- +20% ---------- misc Max.enc +20 Infravis +3 See.Stealth +6 See.Invis +6 Rings make your fingers look great! |
Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+7 eff.) Phys.save +15 (+8 eff.) Disarm- +50% ---------- misc 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. |
steel longsword 'Adanor' (16-22 power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master Power 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +10 blight On Hit: * 14% chance to reduce strength, dexterity, and constitution by 20 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Con dps ---------- Phys.crit +8.0% Phys.pwr +8 (+2 eff.) Res.pen +8% physical ----- def ----- Resists +3% mind Max.HP +20.00 Heal.mod +10% Disarm- +17% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.hate +2.00 Sharp, long, and deadly. |
Uraziladil the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Defense +9 (+4 eff.) Resists +2% physical Crit.dmg- 15.00% Spell.save +6 (+3 eff.) Stealth +6 Heal.mod +5% Cut- +10% Def/telep +5 Res/telep +5% Dur/telep +5% A belt that goes around your waist. |
noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +15% Summoned ----- def ----- Resists +6% blight D.Red.from +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Beichak the Gleamworm (16 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Dex +3 Con ----- def ----- Defense +16 (+8 eff.) Max.HP +30.00 ---------- misc 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 cloak 'Boltquarry' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Str +5 Con dps ---------- Melee Ret 4 mind 2 lightning ----- def ----- Defense +1 (+0 eff.) ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robes of Deflection (0 def, 7 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag dps ---------- Spell.pwr +5 (+3 eff.) ----- def ----- Armour +7 Hardiness +30% Resists +7% all On Spell Hit: 4% Evasion 1 This set of robes seems to shine with metallic colors. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 34% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Xerynn (0 def, 8 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +3 Dex +2 Cun +2 Con dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Res.pen +10% physical Apr +3 ----- def ----- Armour +8 Fatigue +3% Resists +7% fire +6% cold Die.at -20.00 life Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 101% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boltwreck (1 def, 2 armour) =str 5=2.0 T1 head armor [Rare] Nature While equipped: Stats +5 Str +1 Con dps ---------- Res.pen +10% physical ----- def ----- Armour +2 Defense +1 (+0 eff.) Resists +5% lightning +6% temporal +1% physical A pointy cloth hat, very wizardly... |
Iveletha the Treeusher (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Res.pen +25% light +15% nature Melee Ret 6 nature 2 fire ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +6% cold A cap made of leather. |
Layurarin the Glacierpython (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.crit +3.0% ----- def ----- Armour +3 Fatigue +5% Resists +9% acid +9% cold Blind- +10% Disarm- +20% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 101.8 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gamina (2 def, 12 armour) =water=14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Resists +9% acid +24% cold +2% physical Phys.save +5 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Breathe water A suit of armour made of mail. |
4 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. |
76 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. |
Goreruidekor the iron pickaxe (dig speed 31 turns) =cun4=3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +1 Wil +4 Cun ----- def ----- Crit.dmg- 5.00% ---------- misc Max.hate +2.00 Max.psi +10.00 Spell.cld 10% Infravis +1 See.Invis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
3 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 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Mayota2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +6% mind +5% arcane Phys.save +6 (+3 eff.) Max.HP +20.00 Heal.mod +12% ---------- misc Light +3 See.Invis +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. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
elm totem of stinging [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of summon tentacle 'Polakira' [power 95] (25 cooldown) =cun 5=2.0 T1 totem charm [Rare] Nature While equipped: Stats +5 Cun dps ---------- Mind.crit +1% Mind.pwr +15 (+7 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +3% nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 107 Armor: 4 All Resist: 0 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
elm wand of lightning storm 'Ivotta' [power 110] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +6% mind ----- def ----- Crit.dmg- 15.00% Mind.save +3 (+2 eff.) ---------- misc Max.hate +2.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive ash wand of clairvoyance [power 10] (15 cooldown)2.0 T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 10, power 64 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
2 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
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Cassius Bright the Cornac Sun Paladin level 10
5th Mirth 122nd year of Ascendancy at 04:36 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Cassius Bright the Cornac Sun Paladin level 20
33rd Dusk 122nd year of Ascendancy at 03:47 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Cassius Bright the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 03:38 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Cassius Bright the Cornac Sun Paladin level 8
2nd Mirth 122nd year of Ascendancy at 17:21 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Cassius Bright the Cornac Sun Paladin level 11
3rd Summertide 122nd year of Ascendancy at 18:58 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Cassius Bright the Cornac Sun Paladin level 17
22nd Dusk 122nd year of Ascendancy at 10:49 see stats
Log
--------------------------------
Cassius Bright casts Providence.
Cassius Bright is no longer poisoned.
Talent Shield Pummel is ready to use.
A shield forms around Cassius Bright.
A shield forms around Assassin Lord.
Deadly Poison from Assassin Lord hits Cassius Bright for 99 nature damage.
Cassius Bright receives 50 healing from Cassius Bright's healing light area effect.
Assassin Lord receives 37 healing from Cassius Bright's healing light area effect.
Your shield crumbles under the damage!
The shield around Cassius Bright crumbles.
Cassius Bright is poisoned!
The shield around Assassin Lord crumbles.
Assassin Lord hits Cassius Bright for (50 absorbed), 16 physical, 20 darkness, 26 physical, 20 darkness (82 total damage).
Melee retaliation hits Assassin Lord for (6 absorbed), 0 physical, (12 absorbed), 0 light, (11 absorbed), 0 fire, (4 absorbed), 0 mind, (4 absorbed), 0 physical, (0 absorbed), 9 light, 8 fire, 3 mind (20 total damage).
Cassius Bright is no longer poisoned.
Talent Block is ready to use.
Talent Assault is ready to use.
A shield forms around Cassius Bright.
A shield forms around Assassin Lord.
Deadly Poison from Assassin Lord hits Cassius Bright for 68 nature damage.
Cassius Bright receives 50 healing from Cassius Bright's healing light area effect.
Assassin Lord receives 37 healing from Cassius Bright's healing light area effect.
Assassin Lord performs a melee critical strike against Cassius Bright!
Your shield crumbles under the damage!
The shield around Cassius Bright crumbles.
The shield around Assassin Lord crumbles.
Assassin Lord hits Cassius Bright for (50 absorbed), 46 physical, 20 darkness, 21 physical, 20 darkness (107 total damage).
Melee retaliation hits Assassin Lord for (6 absorbed), 0 physical, (12 absorbed), 0 light, (11 absorbed), 0 fire, (4 absorbed), 0 mind, (5 absorbed), 1 physical, 12 light, 11 fire, 4 mind (27 total damage).
Cassius Bright the level 20 cornac sun paladin was shadowed to death by Assassin Lord on level 2 of Unknown tunnels.














































































