











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. 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:
Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon
- allows adventurer to use talents from classes that don't spawn on randbosses
- still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents
Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree
- allows the adventurer to use every talents, including monster only and debug talent trees.
- tends to have issues with classes from other addons due to the way it loads their data.
Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer
- my own adventurer skill addon.
- allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character.
- use this one if you use addons that add new classes/races and want their talents on an adventurer
Note : use only one of those three. They are not compatible with eachother Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Eoland's Vampire Race 1.7.4This is my own spin on a vampire race. It has some large benefits but also some very strong drawbacks. Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Summoner rework 1.7.4Summoner rework! CHANGE LOG 1.1.8 1.1.7 1.1.6 1.1.5 1.1.4 1.1.3 1.1.0 -Innervate: Reset cooldown of summons' talent. -Blessing of Nature: Buff to surrounding summons. -Wasp Swarm: debilitating enemies & halving poison resistance -Force of Nature: Automatically refill dead summons. -Now detonation's cooldown scales with the talent level. -Fixed Dragon to crit properly on detonation 1.0.9 1.0.8 1.0.7 - Arrow rain now summons ivy right next to the enemies (ignore range) 1.0.6 - You can now move Dragons with Attack Order 1.0.5 - Minor bug fix 1.0.4 - Summoner and SummonerR merged. 1.0.3 - Changed few particles (for performance) More Taints 1.7.2Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Items Vault 1.7.0Donators/Buyers bonus! Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- 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:
Uncloak of Inconvenience 1.2.5Sets undead starting faction to Allied Kingdoms so you won't die mashing buttons in the world map because you had the AUDACITY to equip that Wrap of Stone. 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 | Higher |
| Class | Adventurer |
| Level / Exp | 14 / 22% |
| Size | medium |
| Lifes / Deaths | Killed by Ruhro the giant at level 14 on the 3rd Summertide 122nd year of Ascendancy at 21:52 / 1 |
Primary Stats
| Strength | 42 (base 37) |
| Dexterity | 16 (base 14) |
| Constitution | 44 (base 33) |
| Magic | 44 (base 32) |
| Willpower | 16 (base 12) |
| Cunning | 12 (base 12) |
Resources
| Life | -19/422 |
| Positive | 37/89 |
| Stamina | 118/168 |
| Healing Factor | 1.2455007465519 |
| Regeneration | 6.1070925901 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 15 |
| Lite | 3 |
| Infravision | 6 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 71 |
| Accuracy | 44 |
| Crit Chance | 24% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 32 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +8% |
| Cold | +10% |
| All | 0% |
| Darkness | +3% |
| Light | +18% |
| Temporal | +3% |
| Lightning | +13% |
| Mind | +6% |
| Fire | +3% |
| Nature | +9% |
Offense: Damage Penetration
| Light | +15% |
| Fire | +5% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 29.75 (92.11456541679%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 16 |
| Physical Save | 30 |
| Spell Save | 29 |
| Mental Save | 29 |
Defense: Resistances
| Darkness | + 6%( 70%) |
| Lightning | + 10%( 70%) |
| Light | + 40%( 70%) |
| Cold | + 28%( 70%) |
| Blight | + 3%( 70%) |
| Acid | + 3%( 70%) |
| Fire | + 25%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Confusion Resistance | 21% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -276 life. The duration and life will increase by 1% for every 1% life you have lost (currently 565 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
| Celestial / Guardian | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 1/5 |
| Celestial / Sunlight | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.50 |
| 4/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Celestial / Radiance | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Martial enchantments | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Mage warden | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 3/5 |
| 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 |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +8. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Weapon of Light (+2 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul 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 |
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 |
Equipment
| On feet | pair of iron boots 'Demonwrest' (0 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Rare] Arcane/MasterEnchantment: Heavy Armour While equipped: offense ------ Damage +3% lightning On-Hit (Melee): * 20% chance to reduce armor by 28% defense ------ Armor +3 Resistance +6% darkness +3% acid other ------- Stamina/turn +0.40 Max stamina +14.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Islawyn the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +3 Wil offense ------ Damage +3% mind On-Hit (Melee): * 10% chance to reduce armor by 28% other ------- Light +3 Infravision +3 See Invis +9 Unleash a psionic blast, inflicting 49.82 Mind damage in radius 2 (based on Willpower), possibly confusing creatures in the area for 4 turns. Uses 28 power out of 30/30 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 | Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 27.36 to 82.07 lightning damage (54.71 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | Tulytar the Pyrepride (10 def, 3 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +1 Dex +2 Con offense ------ On-Hit 4 mind 3 temporal Damage +3% mind +3% temporal Ignore resists +5% fire defense ------ Armor +3 Defense +10 (+5 eff.) Mind save +6 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 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'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. |
| On fingers | Prismrebel0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Mag +2 Con offense ------ Mindpower +5 (+2 eff.) Damage +9% light When Hit 2 mind defense ------ Physical save +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | Toxinpride the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +4 Str +4 Con offense ------ Critical power +5.00% Physical Power +7 (+1 eff.) Damage +9% nature Ignore resists +5% nature Accuracy +8 (+2 eff.) Ignore Armor +9 defense ------ Defense +8 (+4 eff.) Mind save +5 (+2 eff.) Confus Resist +21% Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.6 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 121% 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! |
| Around neck | copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
| In main hand | Skullcleaver (20-28 power, 4 apr)3.0 Encumbrance T1 waraxe 1H weapon [Unique] ArcaneEnchantment: Weapon Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Mastery Enchant Weapon Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 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. |
| Around waist | rough leather belt 'Kindleumbra'1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) Damage +9% light +3% darkness Ignore resists +15% light When Hit 2 darkness defense ------ Resistance +3% blight Physical save +6 (+3 eff.) A belt that goes around your waist. |
| In off hand | Glanne the Rootdredge (0 def, 4 armour, 16-20 power, 52.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Random Unique] Arcane/MasterEnchantment: Weapon When used to Attack: Weapon Damage 16.5 - 19.8 Physical Uses 100% Str Mastery Enchant Weapon Accuracy Bonus +2.5% proc damage (max 250%) Accuracy +9 Critical Rate +3.0% Block +52 On-Hit, radius 1 +8 nature While equipped: offense ------ Damage +3% fire On shield block: * 20% chance to use Physical Resurgence and lower the cooldown of up to 1 technique, cunning, or steamtech talent(s). This effect has a 20 turn cooldown. * Cause enemies within radius 6 to bleed for 238 physical damage over 5 turns (1/turn) defense ------ Armor +4 Fatigue +8% Resistance +9% fire +18% cold other ------- Talents +1 Block Cooldown Block -1 Handheld deflection devices. |
| Cloak | linen cloak of protection (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane While equipped: defense ------ Defense +1 (+0 eff.) Spell save +6 (+3 eff.) Mind save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | iron mail armour of fire resistance (2 def, 4 armour)14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training [Ego] Arcane/MasterEnchantment: Heavy Armour While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +8% Resistance +16% fire A suit of armour made of mail. |
Inventory
Angolwen Academy Training Token0.1 Encumbrance tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
wizard's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Rings make your fingers look great! |
dwarven-steel greatsword of banishment (36-58 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego+] Arcane Weapon Damage 36.0 - 57.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% Damage Against +9% Horror +7% Demon On Crit: * Strike your target with a blast of Arcane energy dealing 60 damage (based on Willpower and Magic). If the target is a horror or a demon, they will also suffer Cold damage in the same amount become slowed (20%) for 3 turns. While equipped: offense ------ Critical power +19.00% Massive two-handed swords. |
truestriking stralite greatsword of crippling (48-78 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon [Ego++] Master Weapon Damage 48.5 - 77.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +12.0% Ignore resists +10% physical Accuracy +7 (+2 eff.) Ignore Armor +12 Massive two-handed swords. |
steel longsword of exorcism (16-23 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego+] Weapon Damage 16.5 - 23.1 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Damage Against +6% Undead On Crit: * On a Crit, strike your target with a blast of Light dealing 86 damage (based on StreSngth and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 22 for the duration. While equipped: offense ------ Critical power +11.00% Sharp, long, and deadly. |
Layimina (0 def, 2 armour, 9-11 power, 20 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Rare] Arcane/PsionicEnchantment: Weapon When used to Attack: Weapon Damage 9.0 - 10.8 Physical Uses 100% Str Mastery Enchant Weapon Accuracy Bonus +2.5% proc damage (max 250%) Accuracy +9 Critical Rate +2.5% Block +20 On-crit, radius 2 +20 acid On Hit: * 20% chance to reduce strength, dexterity, and constitution by 18 While equipped: offense ------ Ignore resists +5% acid On-Hit (Melee): * 5% chance to reduce all saves and defense by 15 When Hit: * 11% chance to reduce all saves and defense by 15 defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
iron shield (0 def, 2 armour, 8-10 power, 17.5 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Normal] ArcaneEnchantment: Weapon When used to Attack: Weapon Damage 8.0 - 9.6 Physical Uses 100% Str Mastery Enchant Weapon Accuracy Bonus +2.5% proc damage (max 250%) Accuracy +3 Critical Rate +2.5% Block +18 While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
linen robe of power (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego+] Arcane While equipped: offense ------ Spellpower +12 (+6 eff.) Damage +6% all defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
Sunspawner1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) defense ------ Resistance +3% nature +6% light Physical save +6 (+3 eff.) other ------- Hate-on-crit +2.00 A belt that goes around your waist. |
heroic rough leather gloves of butchering (0 def, 5 armour)1.0 Encumbrance T1 hands armor [Ego++] Disrupt/Master While equipped: offense ------ Physical Power +4 (+1 eff.) Accuracy +5 (+1 eff.) Ignore Armor +6 defense ------ Armor +5 Resistance +6% blight Spell save +10 (+5 eff.) Mind save +6 (+3 eff.) Life +42.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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. |
Rod of Annulment (1/1)2.0 Encumbrance 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 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. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Aguren the Higher Adventurer level 10
4th Mirth 122nd year of Ascendancy at 18:12 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Aguren the Higher Adventurer level 7
77th Pyre 122nd year of Ascendancy at 21:24 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Aguren the Higher Adventurer level 14
2nd Summertide 122nd year of Ascendancy at 15:35 see stats
Log
Bleeding from Aguren hits Ruhro the giant for (40 refused), 0 physical (0 total damage).
Shield of Light hits Ruhro the giant for (36 refused), 0 light, (59 refused), 0 light, (3 refused), 0 mind, (5 refused), 0 temporal, (13 refused), 0 nature (0 total damage).
Aguren hits Ruhro the giant for (23 refused), 0 blight, (65 refused), 0 physical, (40 refused), 0 light, (2 refused), 0 mind, (3 refused), 0 temporal (0 total damage).
Weapon of Wrath hits Ruhro the giant for (340 refused), 0 fire (0 total damage).
Aguren resists the terror!
Ruhro the giant damages herself through Martyrdom!
Ruhro the giant is unstoppable!
Ruhro the giant hits Aguren for 123 physical damage.
Aguren receives 6 healing from Shield of Light.
Melee retaliation hits Ruhro the giant for (2 refused), 0 darkness, (14 refused), 0 light, (2 refused), 0 mind (0 total damage).
Aguren hits Ruhro the giant for (33 refused), 0 physical (0 total damage).
Ruhro the giant is unstoppable!
Aguren hits Ruhro the giant for (13 refused), 0 lightning (0 total damage).
Aguren is filled with the Sun's fury!
Aguren performs a melee critical strike against Ruhro the giant!
Ruhro the giant is fully armored again.
Ruhro the giant is unstoppable!
Aguren steals life from Ruhro the giant!
Bleeding from Aguren hits Ruhro the giant for (40 refused), 0 physical (0 total damage).
Shield of Light hits Ruhro the giant for (34 refused), 0 light, (59 refused), 0 light, (3 refused), 0 mind, (5 refused), 0 temporal, (13 refused), 0 nature (0 total damage).
Aguren hits Ruhro the giant for (33 refused), 0 blight, (91 refused), 0 physical, (40 refused), 0 light, (2 refused), 0 mind, (3 refused), 0 temporal (0 total damage).
Weapon of Wrath hits Ruhro the giant for (388 refused), 0 fire (0 total damage).
Ruhro the giant uses Shattering Shout.
Ruhro the giant damages herself through Martyrdom!
Ruhro the giant is unstoppable!
Ruhro the giant hits Aguren for 242 physical damage.
Aguren receives 6 healing from Shield of Light.
Aguren hits Ruhro the giant for (64 refused), 0 physical (0 total damage).
Aguren the level 14 higher adventurer was impaled to death by Ruhro the giant on level 1 of Ambush!.











































































