













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official 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:
High Guard 1.6.0Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Items Vault 1.6.0Donators/Buyers bonus! Arcanum Class Pack 1.6.6Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.6.7Official 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:
Better Item Description 1.6.6This 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 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official 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 | Nightmare Roguelike |
| Sex | Female |
| Race | Thalore |
| Class | Summoner |
| Level / Exp | 17 / 84% |
| Size | medium |
| Lifes / Deaths | Killed by Shasshhiy'Kaish at level 17 on the 45th Dusk 122nd year of Ascendancy at 16:41 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 22 (base 10) |
| Dexterity | 28 (base 22) |
| Constitution | 13 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 54 (base 39) |
| Cunning | 43 (base 32) |
Resources
| Life | -85/461 |
| Equilibrium | 38 |
| Healing Factor | 1.2245901639344 |
| Regeneration | 4.7146721311475 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 31.388749514228 |
| See Invisible | 37.388749514228 |
Offense: Mainhand
| Damage | 59 |
| Accuracy | 34 |
| Crit Chance | 15% |
| APR | 35 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 65 |
| Accuracy | 34 |
| Crit Chance | 15% |
| APR | 47 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +17% |
| Darkness | +8% |
| Mind | +8% |
| Nature | +8% |
Offense: Damage Penetration
| Darkness | +6% |
| Mind | +7% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 9 (30%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 22 |
| Mental Save | 29 |
Defense: Resistances
| Acid | -6%( 70%) |
| Blight | -10%( 70%) |
| Arcane | -11%( 70%) |
| Cold | 0%( 70%) |
| All | -16%( 70%) |
| Darkness | 0%( 70%) |
| Light | -4%( 70%) |
| Temporal | + 10%( 70%) |
| Mind | -13%( 70%) |
| Fire | -10%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Knockback Resistance | 25% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 206 life over 5 turns. Its effects scale with your Cunning 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 468% 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 154 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (advanced) | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Master Summoner |
| talent | Psiblades |
| detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | You gain 14% resistance against cold. Resolve |
Quests
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the repented thief from death by Ce'Nulena the gloomy white wolf. Escort: repented thief (level 1 of Heart of the Gloom) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved Cunning by +5. | 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 |
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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed green worm. * You've found the needed minotaur nose. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 | traveler's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +45.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | rough leather cap 'Glebrevea' (25 def, 5 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Cun +2 Con dps ---------- Dmg.mod +9% physical ----- def ----- Armour +5 Defense +25 (+10 eff.) Fatigue +1% Resists +11% light +11% darkness Phys.save +3 (+2 eff.) A cap made of leather. |
| Tool | Growthslicer the ash totem of healing [power 182] (14 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +3 Str +3 Dex dps ---------- On Hit (Melee): * 10% chance to slow global speed by 57% * 10% chance to reduce all saves and defense by 30 ---------- misc Infravis +3 Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 14 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around waist | rough leather belt 'Magmavault'1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +9% acid +3% darkness +6% fire +5% arcane +3% nature Max.HP +36.00 A belt that goes around your waist. |
| In main hand | hateful vined mindstar of life (6-6.6 power, 35 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 6.0 - 6.6 Mind Uses 95% Wil, 57% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +35 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+2 eff.) Dmg.mod +8% mind +8% darkness Res.pen +7% mind +6% darkness ----- def ----- Max.HP +13.00 HP.reg +0.60 ---------- misc Max.hate +3.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| On hands | rough leather gloves 'Healdream' (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str +3 Cun dps ---------- Mind.crit +3% Phys.pwr +6 (+2 eff.) Mind.pwr +10 (+3 eff.) Res.pen +20% nature ----- def ----- Armour +1 Resists +3% nature 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. |
| In off hand | thorny mindstar 'Mardineg' (9-9.9 power, 47 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 9.0 - 9.9 Mind Uses 95% Wil, 57% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +47 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +11 (+3 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +9% temporal +3% mind +3% nature Crit.dmg- 10.00% Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +5 (+2 eff.) Confus- +20% ---------- misc Equi/ret +1.30 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | linen cloak 'Islebretira' (1 def, 2 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Crit.mult +5.00% ----- def ----- Armour +2 Defense +1 (+0 eff.) Max.HP +30.00 ---------- misc See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stabilizing gold amulet of cunning (+2)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +14% temporal Pinning- +25% Knockbk- +25% Amulets can have magical properties. |
Inventory
Belygothel0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Str +5 Con dps ---------- Spell.crit +3% Phys.pwr +7 (+2 eff.) Res.pen +10% arcane ----- def ----- Max.HP +23.00 Blind- +23% Disarm- +23% Pinning- +20% Knockbk- +25% ---------- misc Max.mana +40.00 Infravis +4 See.Stealth +8 See.Invis +6 Rings can have magical properties. |
Skywill the iron battleaxe (15-22.5 power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Arcane Power 15.0 - 22.5 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +8.5% Atk.spd 100% Melee+ +4 lightning +8 physical On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Dmg.mod +3% lightning ----- def ----- Resists +2% physical Die.at -80.00 life Massive two-handed battleaxes. |
steel greatsword (26-41.6 power, 2 apr)3.0 T2 greatsword 2H weapon [Normal] Power 26.0 - 41.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
gifted vined mindstar of clarity (5.5-6.05 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+2 eff.) ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Max.psi +12.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Hazewhisper (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Spell.crit +2% Mind.crit +4% Spell.pwr +6 (+6 eff.) S.pwr/crit +4 Dmg.mod +15% arcane Res.pen +15% mind +15% cold ----- def ----- Resists +9% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel waraxe (12-16.8 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+0 eff.) Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
hardened leather gloves 'Cracklelady' (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Melee+ 7 fire Dmg.mod +6% fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Armour +2 Resists +6% lightning +6% fire Crit.dmg- 5.00% ---------- misc Light +2 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. |
steady hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) Acc +8 (+4 eff.) ----- def ----- Armour +2 Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +20% 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. |
cleansing cashmere wizard hat of the mind (+5%) (2 def, 0 armour)2.0 T3 head armor [Ego] Disrupt/Psionic While equipped: dps ---------- Dmg.mod +10% mind ----- def ----- Defense +2 (+1 eff.) Resists +5% blight +7% nature +10% mind A pointy cloth hat, very wizardly... |
cleansing hardened leather cap of dexterity (+3) (0 def, 3 armour)2.0 T3 head armor [Ego] Disrupt/Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +3% Resists +7% nature +8% blight A cap made of leather. |
rough leather cap 'Glevea' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +1 Mag +3 Wil dps ---------- Mind.crit +1% Spell.pwr +5 (+5 eff.) Dmg.mod +6% arcane ----- def ----- Armour +1 Fatigue +1% ---------- misc Mana/turn +0.04 Mana/s.crit +1.00 A cap made of leather. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 18 out of 30/30. Range 7 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 14.97 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
flaming dwarven-steel shield of purity (0 def, 6 armour, 78.5 block)7.0 T3 shield armor Reqs - Shield usage training Str 24 [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 5 fire Melee Ret 4 fire ----- def ----- Armour +6 Fatigue +8% Resists +10% nature +14% blight ---------- misc Talents +1 Block Handheld deflection devices. |
shocking steel shield of lightning resistance (+17%) (0 def, 4 armour, 35 block)7.0 T2 shield armor [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 8 lightning Melee Ret 4 lightning ----- def ----- Armour +4 Fatigue +8% Resists +17% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
nature's granite wardstone of acid warding nature's granite wardstone of acid warding1.0 T2 wardstone armor Reqs Mag 15 [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Defense +4 (+2 eff.) Resists +11% acid Dmg.red +2 all Phys.save +12 (+6 eff.) Proj.slow +15% ---------- misc Wards +1 acid Talents +2 Ward Handheld warding devices |
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. |
6 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
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. |
bright alchemist's lamp of clarity1.0 T3 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +7 (+3 eff.) ---------- misc Light +6 See.Stealth +10 See.Invis +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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 182 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. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
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. |
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. |
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
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Jacob II the Thalore Summoner level 17
41st Dusk 122nd year of Ascendancy at 01:49 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Jacob II the Thalore Summoner level 10
7th Mirth 122nd year of Ascendancy at 20:26 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Jacob II the Thalore Summoner level 8
4th Mirth 122nd year of Ascendancy at 04:40 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Jacob II the Thalore Summoner level 16
30th Dusk 122nd year of Ascendancy at 02:56 see stats
Log
You pickup 0.55 gold pieces.
You pickup 0.70 gold pieces.
You pickup 0.50 gold pieces.
You pickup 0.75 gold pieces.
Jacob II picks up (i.): steady hardened leather gloves of strength (+3) (0 def, 2 armour).
Talent Track is ready to use.
Jacob II uses Track.
Talent Track is ready to use.
Jacob II uses Track.
Talent Track is ready to use.
Jacob II uses Track.
Talent Track is ready to use.
Jacob II uses Track.
You pickup 0.70 gold pieces.
Ran for 2 turns (stop reason: dialog is displayed).
Shasshhiy'Kaish casts Rune: Biting Gale.
Jacob II attunes to the damage.
Jacob II is encased in ice!
Shasshhiy'Kaish hits Jacob II for 304 cold damage.
Shasshhiy'Kaish casts Meteor Rain.
Jacob II performs a melee critical strike against Jacob II!
Jacob II hits Iceblock for 64 mind, 101 mind (165 total damage).
Shasshhiy'Kaish activates her burning crown!
Jacob II is free from the ice.
Jacob II deactivates Psiblades.
Jacob II deactivates Master Summoner.
Jacob II is no longer attuned.























































































