




















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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.
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:
Modified Item Descriptions 1.7.6这是基于 Cleaner Item Descriptions 制作的插件,为中文玩家进行了汉化。 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 19 / 46% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 19 on the 60th Regrowth 123rd year of Ascendancy at 15:19 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 46 (base 41) |
| Dexterity | 32 (base 17) |
| Constitution | 43 (base 41) |
| Magic | 10 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | -84/684 |
| Stamina | 129/164 |
| Healing Factor | 1.5497742564934 |
| Regeneration | 5.6838698886372 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 15.703251193202 |
| See Invisible | 15.703251193202 |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 57 |
| Crit Chance | 3% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 11 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +19% |
| Light | +10% |
| Cold | +34% |
| Physical | +4% |
| Mind | +11% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +17% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 57.723073231957 (96.438666929426%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 34 |
| Physical Save | 42 |
| Spell Save | 31 |
| Mental Save | 15 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Cold | + 37%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 28%( 70%) |
| Light | + 37%( 70%) |
| Temporal | + 15%( 70%) |
| Mind | + 25%( 70%) |
| Lightning | + 24%( 70%) |
| Nature | + 36%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Bleed Resistance | 50% |
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
| Stun Resistance | 0% |
| Poison Resistance | 10% |
| Knockback Resistance | 20% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 236 life over 5 turns. Its effects scale with your Strength stat. |
| 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 Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 530% 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 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 successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Psionic / Feedback (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Dexterity 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 |
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 have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 1. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed orc heart. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed giant spider spinneret. * You've found the needed snow giant kidney. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of brawn. 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.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed red crystal shard. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
| On feet | traveler's pair of iron boots of tirelessness (0 def, 3 armour)T1Ego feet /armor (3.0 Encumbrance) Masterpiece Keywords: tireless/traveler While equipped: defense ------ Armor +3 Physical save +6 (+2 eff.) other ------- Encumbrance +20 Resource +10.00 Max stamina +0.40 Stamina/turn Fatigue -2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide PhialT1Unique lite (1.0 Encumbrance) Nature Power While equipped: offense ------ Damage Change +10% light On-Hit 15 Lite Light Burst (radius 1) defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(50 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Cloud Caller (0 def, 0 armour)T1Unique head /armor (2.0 Encumbrance) Nature Power While equipped: offense ------ Damage Change +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 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 21.01 to 63.02 lightning damage (42.02 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | sand hardened leather gloves of dexterity (+3) (0 def, 8 armour)T2Ego hands /armor (1.0 Encumbrance) Nature Power/Masterpiece Keywords: sand/dex While equipped: Stats +3Dex offense ------ Damage Change +4% physical Accuracy +12 (+3 eff.) On-Hit 6 physical defense ------ Armor +8 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 | Beidir [power 220] (32/25 cooldown)T3Rare totem /charm (2.0 Encumbrance) Nature Power Keywords: quick/tentacle While equipped: defense ------ Unlife -20.00 life Life +40.00 Immune +20% Silence +10% Disarm +20% Knockbk +10% Poison Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 505 Base Damage: 246 Armor: 0 All Resist: 0 Puts all charms on 25 turn cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | savior's copper ringT1Ego ring /jewelry (0.1 Encumbrance) Masterpiece Keywords: savior While equipped: defense ------ Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +7 (+6 eff.) Rings make your fingers look great! |
| On fingers | Blizzardfoe the copper ringT1Rare ring /jewelry (0.1 Encumbrance) Psionic Power Keywords: mind While equipped: offense ------ Damage Change +11% mind +9% cold When Hit 6 cold On-Hit (Melee): * 10% chance to slow global speed by 31% defense ------ Armor +2 Resistance +11% mind Rings make your fingers look great! |
| Around neck | Arasus the HealwaspT3Rare amulet /jewelry (0.1 Encumbrance) Nature Power Keywords: healing While equipped: offense ------ Damage Change +9% lightning When Hit 2 nature 4 lightning defense ------ Resistance +9% acid +9% nature Healmod +21% Immune +50% Bleed Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.0 Power cost 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 134 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | inquisitor's iron mace of shearing (104% power, 2 apr)T1Ego++ mace 1H /weapon (3.0 Encumbrance) Antimagic Power/Masterpiece Keywords: inquisitors/shearing When used to attack: Power: 105% Range: 1.4x Uses 100% Str Mastery Weapons Mastery Accuracy bonus +0.2% base dam (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On Critical: * Deals 15 Manaburn damage and puts 1 random spell talent on cooldown for 2 turns (checks Confusion immunity) While equipped: offense ------ Ignore resists +7% all Accuracy +5 (+2 eff.) Ignore Armor +6 Blunt and deadly. |
| Around waist | MaleruirionT1Rare belt /armor (1.0 Encumbrance) Nature Power Keywords: grounding While equipped: Stats +3Str +1Con offense ------ Physical Power +5 (+1 eff.) defense ------ Resistance +6% lightning +5% temporal Unlife -60.00 life A belt that goes around your waist. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 134% power, 60 block)T2Unique shield /armor (7.0 Encumbrance) Nature Power When used to attack (with talents): Power: 134% Range: 1.4x Uses 150% Str Accuracy bonus +2.0% proc dam (max 200%) Critical Rate +2.0% Block +60 While equipped: defense ------ Armor +10 Defense +9 (+5 eff.) Resistance +20% cold +20% darkness +20% nature other ------- Fatigue +14% Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | murderer's linen cloak of Iron Throne (1 def, 0 armour)T1Ego+ cloak /armor (2.0 Encumbrance) Masterpiece Keywords: murderer/iron.throne While equipped: Stats +2Str +2Dex +2Cun +1Con offense ------ Accuracy +3 (+1 eff.) Ignore Armor +3 defense ------ Defense +1 (+1 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 | steel plate armour 'Blastraven' (0 def, 17 armour)T2Rare massive /armor (17.0 Encumbrance) Masterpiece Keywords: impenetrable While equipped: offense ------ Damage Change +15% cold Ignore resists +10% lightning When Hit 2 lightning On-Hit (Melee): * 10% chance to reduce all saves and defense by 6 defense ------ Armor +17 Resistance +6% mind other ------- Fatigue +22% A suit of armour made of metal plates. |
Inventory
Earthen BeadsT2Unique amulet /jewelry (0.1 Encumbrance) Nature Power While equipped: Stats +5Wil offense ------ Mindpower +5 (+5 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 123 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
stabilizing copper amulet of willpower (+2)T1Ego amulet /jewelry (0.1 Encumbrance) Nature Power Keywords: willpower/stabilizing While equipped: Stats +2Wil defense ------ Resistance +12% temporal Immune +21% Pin +20% Knockbk Amulets make your neck look great! |
copper ringT1Normal ring /jewelry (0.1 Encumbrance) Rings make your fingers look great! |
gladiator's gold ringT3Ego+ ring /jewelry (0.1 Encumbrance) Masterpiece Keywords: gladiator While equipped: Stats +6Str +5Con offense ------ Physical Power +7 (+2 eff.) Rings make your fingers look great! |
steel ringT2Normal ring /jewelry (0.1 Encumbrance) Rings make your fingers look great! |
acidic steel dagger (109% power, 6 apr)T2Ego dagger 1H /weapon (1.0 Encumbrance) Arcane Power Keywords: acidic When used to attack: Power: 109% Range: 1.3x Uses 50% Str, 50% Dex Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, short and deadly. |
steel dagger (108% power, 6 apr)T2Normal dagger 1H /weapon (1.0 Encumbrance) When used to attack: Power: 108% Range: 1.3x Uses 50% Str, 50% Dex Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% Sharp, short and deadly. |
steel greatsword (127% power, 2 apr)T2Normal greatsword 2H /weapon (3.0 Encumbrance) When used to attack: Power: 127% Range: 1.6x Uses 120% Str Mastery Weapons Mastery Accuracy bonus +0.4% crit mult (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% Massive two-handed swords. |
Ivadassra the dwarven-steel mace (132% power, 4 apr)T3Rare mace 1H /weapon (3.0 Encumbrance) Nature Power Keywords: erosion When used to attack: Power: 133% Range: 1.4x Uses 100% Str Mastery Weapons Mastery Accuracy bonus +0.2% base dam (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +8 nature While equipped: Stats +2Dex offense ------ Damage Change +6% acid When Hit 8 mind other ------- Resource +0.20 Psi when hit Light +2 Blunt and deadly. |
vined mindstar (85% power, 18 apr, mind damage)T2Normal mindstar 1H /weapon (3.0 Encumbrance) Nature Power Requires: - Willpower 16 When used to attack: Power: 85% Range: 1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy bonus +0.2% crit chance (max 25%) Accuracy Stat Willpower Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+4 eff.) other ------- 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. |
Kor's Fall (100% power, 0 apr, darkness element)T1Unique staff 2H /weapon (5.0 Encumbrance) Arcane Power Requires: - Magic 25 When used to attack: Power: 100% Range: 1.2x Uses 110% Mag Mastery Staff Mastery Accuracy bonus +2.0% proc dam (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Damage Change +10% acid +10% fire +10% darkness +10% blight Spell Crit +8% Spellpower +7 (+4 eff.) other ------- See Invisibility +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.0 Power cost 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 50.13 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (100). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Aerivea (117% power, 2 apr)T1Rare waraxe 1H /weapon (3.0 Encumbrance) Masterpiece Keywords: massacre When used to attack: Power: 117% Range: 1.4x Uses 100% Str Mastery Weapons Mastery Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Critical power +5.00% Mindpower +5 (+5 eff.) defense ------ Life Regen +2.00 Immune +20% Teleport One-handed war axes. |
grounding hardened leather beltT3Ego belt /armor (1.0 Encumbrance) Nature Power Keywords: grounding While equipped: defense ------ Resistance +8% lightning +7% temporal A belt that goes around your waist. |
rough leather belt of unlifeT1Ego+ belt /armor (1.0 Encumbrance) Arcane Power Keywords: unlife While equipped: defense ------ Resistance +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
dwarven-steel gauntlets (0 def, 2 armour)T2Normal hands /armor (1.5 Encumbrance) While equipped: defense ------ Armor +2 other ------- Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Hanosin the iron helm (0 def, 3 armour)T1Rare head /armor (3.0 Encumbrance) Masterpiece Keywords: insulate While equipped: Stats +1Cun offense ------ Mind Crit +1% When Hit 8 acid defense ------ Armor +3 Resistance +3% acid +6% fire +6% cold other ------- Resource +0.12 Eq. when hit Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
icy steel shield (0 def, 4 armour, 118% power, 39 block)T2Ego shield /armor (7.0 Encumbrance) Nature Power Keywords: icy When used to attack (with talents): Power: 119% Range: 1.2x Uses 100% Str Accuracy bonus +2.0% proc dam (max 200%) Critical Rate +3.0% Block +39 While equipped: offense ------ On-Hit 9 cold When Hit 3 ice defense ------ Armor +4 other ------- Fatigue +8% Talents +1 Block Handheld deflection devices. |
6 agateT1Normal black /gem (0.0 Encumbrance) While equipped: Stats +1Str +1Dex +1Mag +1Wil +1Cun +1Con Item imbue powers: Stats +1Str +1Dex +1Mag +1Wil +1Cun +1Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 aquamarineT2Normal blue /gem (0.0 Encumbrance) While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opalT2Normal blue /gem (0.0 Encumbrance) While equipped: Stats +2Str +2Dex +2Mag +2Wil +2Cun +2Con Item imbue powers: Stats +2Str +2Dex +2Mag +2Wil +2Cun +2Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topazT2Normal blue /gem (0.0 Encumbrance) While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns)T1Ego digger /tool (3.0 Encumbrance) Masterpiece Keywords: miner While equipped: Stats +1Str other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinelT1Normal green /gem (0.0 Encumbrance) While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
Ce'Nadhessra the FireraptorT3Rare lite (1.0 Encumbrance) Nature Power Keywords: survivor While equipped: offense ------ Damage Change +6% fire Ignore resists +15% fire When Hit 4 nature 10 fire defense ------ Resistance +5% arcane +3% lightning Physical save +7 (+3 eff.) Healmod +16% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Unique lite (1.0 Encumbrance) Arcane Power While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 36.85 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 36.85 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
brass lantern of clarityT1Ego lite (2.0 Encumbrance) Psionic Power Keywords: clarity While equipped: defense ------ Mind save +5 (+5 eff.) other ------- Light +3 See Stealth +7 See Invisibility +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming OneT1Unique misc /tool (2.0 Encumbrance) Psionic Power While equipped: Stats +5Wil offense ------ Mindpower +5 (+5 eff.) defense ------ Mind save +10 (+7 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 4 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Imp ClawT1Unique misc /tool (2.0 Encumbrance) Arcane Power While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 54.33 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling FootT1Unique misc /tool (2.0 Encumbrance) Nature Power While equipped: Stats +5Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbQuest orb (1.0 Encumbrance) Unknown Power While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Quest rod /charm (2.0 Encumbrance) Unknown Power Recall the user to the worldmap after 40 turns. Uses 202 power out of 226/400 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 ChestQuest sher'tul /chest (2.0 Encumbrance) Unknown Power 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. |
overpowered iron torque of mindblast [power 160] (32/20 cooldown)T1Ego torque /charm (2.0 Encumbrance) Psionic Power Keywords: overpower/mindblast Blast the opponent's mind dealing 178 mind damage and silencing them for 4 turns Puts all charms on 20 turn cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind [power 2] (32/25 cooldown)T2Ego torque /charm (2.0 Encumbrance) Psionic Power Keywords: clearmind Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
piercing elm totem of stinging [power 116] (32/15 cooldown)T1Ego totem /charm (2.0 Encumbrance) Nature Power Keywords: piercing/stinging Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethystT2Normal violet /gem (0.0 Encumbrance) While equipped: Damage Change +4% all Spell Crit +2% Mind Crit +2% Physical Crit +2.0% Item imbue powers: Damage Change +4% all Spell Crit +2% Mind Crit +2% Physical Crit +2.0% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
piercing elm wand of conjuration [power 100] (32/15 cooldown)T1Ego wand /charm (2.0 Encumbrance) Arcane Power Keywords: piercing/conjure Fire a magical bolt dealing 119 lightning damage Puts all charms on 15 turn 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. |
piercing elm wand of shielding [power 116] (32/20 cooldown)T1Ego wand /charm (2.0 Encumbrance) Arcane Power Keywords: shielding/piercing Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing elm wand of shielding [power 110] (32/20 cooldown)T1Ego wand /charm (2.0 Encumbrance) Arcane Power Keywords: shielding/soothing Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to heal for 36. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ametrineT1Normal yellow /gem (0.0 Encumbrance) While equipped: Damage Change +2% all Spell Crit +1% Mind Crit +1% Physical Crit +1.0% Item imbue powers: Damage Change +2% all Spell Crit +1% Mind Crit +1% Physical Crit +1.0% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrineT1Normal yellow /gem (0.0 Encumbrance) While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zirconT1Normal yellow /gem (0.0 Encumbrance) While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Roguelike)
Completed antimagic training in the Ziguranth camp.By YourBoxo VIII the Cornac Bulwark level 19
54th Regrowth 123rd year of Ascendancy at 12:15 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By YourBoxo VIII the Cornac Bulwark level 17
4th Allure 123rd year of Ascendancy at 10:03 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By YourBoxo VIII the Cornac Bulwark level 19
54th Regrowth 123rd year of Ascendancy at 10:48 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By YourBoxo VIII the Cornac Bulwark level 17
6th Decay 122nd year of Ascendancy at 13:06 see stats
Level 10 (Roguelike)
Got a character to level 10.By YourBoxo VIII the Cornac Bulwark level 10
8th Mirth 122nd year of Ascendancy at 16:14 see stats
The Arena (Roguelike)
Unlocked Arena mode.By YourBoxo VIII the Cornac Bulwark level 11
23rd Dusk 122nd year of Ascendancy at 12:55 see stats
The secret city (Roguelike)
Discovered the truth about mages.By YourBoxo VIII the Cornac Bulwark level 10
12nd Dusk 122nd year of Ascendancy at 02:14 see stats
Log
YourBoxo VIII shrugs off the effect 'Confused'!
YourBoxo VIII is jolted to attention by the damage and is no longer being beckoned.
YourBoxo VIII is no longer beckoned.
Belyravea the storm drake hatchling hits YourBoxo VIII for 60 physical, 10 fire (70 total damage).
YourBoxo VIII hits Belyravea the storm drake hatchling for 7 lightning damage.
YourBoxo VIII hits Snow giant for 15 lightning damage.
Melee retaliation hits Belyravea the storm drake hatchling for 8 cold, 2 nature, 3 lightning (13 total damage).
YourBoxo VIII uses Infusion: Regeneration.
YourBoxo VIII starts regenerating health quickly.
Snow giant misses YourBoxo VIII.
YourBoxo VIII hits Belyravea the storm drake hatchling for 7 lightning damage.
YourBoxo VIII hits Snow giant for 15 lightning damage.
Belyravea the storm drake hatchling hits YourBoxo VIII for 68 physical, 10 fire (79 total damage).
Melee retaliation hits Belyravea the storm drake hatchling for 8 cold, 2 nature, 3 lightning (13 total damage).
Talent Block is ready to use.
Talent Infusion: Wild is ready to use.
YourBoxo VIII hits Belyravea the storm drake hatchling for 7 lightning damage.
YourBoxo VIII hits Snow giant for 15 lightning damage.
Belyravea the storm drake hatchling hits YourBoxo VIII for 60 physical, 10 fire (70 total damage).
Melee retaliation hits Belyravea the storm drake hatchling for 8 cold, 2 nature, 3 lightning (13 total damage).
YourBoxo VIII uses Block.
YourBoxo VIII resists!
Urkis, the High Tempest casts Lightning.
YourBoxo VIII is no longer being stalked by Belyravea the storm drake hatchling.
Urkis, the High Tempest hits YourBoxo VIII for (118 blocked), 141 lightning (141 total damage).
Thunderstorm hits YourBoxo VIII for (24 blocked), 0 lightning (0 total damage).
YourBoxo VIII the level 19 cornac bulwark was volted to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.
Space restabilizes around you.























































































