












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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 1.7.0Donators/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.
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:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Skirmisher |
| Level / Exp | 23 / 65% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton mage at level 20 on the 47th Dusk 122nd year of Ascendancy at 17:49 / 2Killed by Genor the giant army ant at level 23 on the 56th Dusk 122nd year of Ascendancy at 06:43 |
| Antimagic | Follower |
Primary Stats
| Strength | 18 (base 14) |
| Dexterity | 68 (base 53) |
| Constitution | 18 (base 10) |
| Magic | 11 (base 10) |
| Willpower | 30 (base 11) |
| Cunning | 58 (base 40) |
Resources
| Life | -433/701 |
| Stamina | 170/236 |
| Healing Factor | 1.6711363549267 |
| Regeneration | 28.994215757978 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 40.043810120534 |
| See Invisible | 40.043810120534 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 86 |
| Accuracy | 62 |
| Crit Chance | 27% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 3.6666666666667 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +15% |
| Physical | +15% |
| Cold | +12% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
| Lightning | +15% |
| Mind | +15% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 51 (63.594633868923%) |
| Defense | 59 |
| Ranged Defense | 59 |
| Fatigue | 7.9238052216851 |
| Physical Save | 12 |
| Spell Save | 28 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 30%( 70%) |
| Blight | + 6%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 27%( 70%) |
| All | 0%( 70%) |
| Lightning | + 23%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 12%( 70%) |
| Physical | + 12%( 70%) |
| Fire | + 12%( 70%) |
| Mind | + 6%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 0% |
| Bleed Resistance | 50% |
| Confusion Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 331 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 16% for 3 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 176 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: 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 604% 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. |
Class Talents
| Cunning / Poisons | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Buckler Training | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost sun paladin from death by Ivemitira the red crystal. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. 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 Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Shade. | 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. * 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 precision. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed minotaur nose. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' 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 orc heart. * '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.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one 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 xorn fragment. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | 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 | restorative pair of rough leather boots of disengagement (0 def, 1 armour)2.0 T1 feet armor [Ego++] Nature/Master While equipped: Stats +2 Cun +3 Dex ----- def ----- Armour +1 HP.reg +2.00 Heal.mod +11% Disengage: Puts all charms on 9 cooldown Level 3.9 Pwr.cost 9 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
| Quiver | pouch of steel shots 'Abyssrebel' (14/14, 28-34 power, 2 apr)3.0 T2 shot ammo [Random Unique] Nature/Disrupt/Master Power 28.5 - 34.2 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +10.5% Capacity 14 Ranged+ +8 cold On Hit.r1 +4 fire On Crit.r2 +4 fire +7 cold On Hit: * 20 arcane resource burn On Crit: * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% * Deals 62 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern 'Beumaladig'2.0 T1 lite [Rare] Nature While equipped: Stats +3 Con dps ---------- Crit.mult +5.00% ----- def ----- Resists +6% acid Mind.save +12 (+6 eff.) Max.HP +43.00 HP.reg +2.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Murkmire the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Apr +5 On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Armour +3 Fatigue +5% Resists +3% acid +6% light +6% blight +3% cold +5% arcane A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Spellhunt Remnants (3 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +8 (+4 eff.) Dmg.mod +15% nature Res.pen +15% nature ----- def ----- Armour +4 Defense +3 (+1 eff.) Spell.save +8 (+4 eff.) Max.HP +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | Eluvena [power 100] (4/9 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +10% physical ----- def ----- Armour +2 Resists +12% acid ---------- misc Max.stam +20.00 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 115 physical damage Puts all charms on 9 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Hanoldir the Lightningweeper0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Crit.mult +15.00% Res.pen +15% mind +15% lightning ----- def ----- Resists +6% acid +6% light Max.HP +51.00 HP.reg +9.00 Heal.mod +12% Rings make your fingers look great! |
| On fingers | Sileriama the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Dex dps ---------- Dmg.mod +15% physical +12% cold ----- def ----- Armour +8 Resists +24% cold +5% arcane +6% temporal Rings make your fingers look great! |
| Around neck | Ce'Nyrille0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Armour +6 Defense +15 (+4 eff.) Resists +3% acid +5% arcane Die.at -80.00 life Heal.mod +12% Cut- +50% Heal: Puts all charms on 21 cooldown Level 3.0 Pwr.cost 21 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 253 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | steady rough leather sling of enduring4.0 T1 sling 1H weapon [Ego+] Nature/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: Stats +5 Con +7 Wil dps ---------- Phys.crit +2.0% Acc +5 (+1 eff.) ----- def ----- Max.HP +20.00 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Umbralash1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Melee Ret 4 darkness ----- def ----- Resists +6% temporal +12% fire Spell.save +15 (+8 eff.) Max.HP +42.00 Confus- +20% ---------- misc Light +2 A belt that goes around your waist. |
| In off hand | Haniregobers (0 def, 6 armour, 32-38 power, 77 block)7.0 T3 shield armor Reqs Shield usage training [Random Unique] Master/Psionic When used to Attack: Power 32.0 - 38.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +77 Melee+ +19 physical While equipped: Stats +4 Str +4 Dex +1 Mag +3 Wil +4 Cun dps ---------- Acc +5 (+1 eff.) ----- def ----- Armour +6 Fatigue +8% Resists +23% lightning +12% physical +6% light Shield.near.proj +10 Proj.slow +15% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Balinarisus' (1 def, 2 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil ----- def ----- Armour +2 Defense +1 (+0 eff.) Resists +6% mind Mind.save +6 (+3 eff.) Die.at -60.00 life Heal.mod +15% Disease- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +42.00 HP.reg +4.10 Heal.mod +10% A suit of armour made of leather. |
Inventory
heroism infusion of the titan (die at -245; dur 6; cd 29)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd 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 6 turns. While Heroism is active, you will only die when reaching -245 life. The duration and life will increase by 1% for every 1% life you have lost (currently 640 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Velunn the Ebonyquarry0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire +3% darkness +3% mind ----- def ----- Resists +6% cold +22% fire +9% darkness +6% mind Rings make your fingers look great! |
psionicist's gold ring of fire (+22%)0.1 T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Mind.save +4 (+2 eff.) Rings make your fingers look great! |
savior's copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Phys.save +7 (+7 eff.) Spell.save +7 (+4 eff.) Mind.save +8 (+4 eff.) Rings make your fingers look great! |
titan's copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Phys.save +4 (+4 eff.) Rings make your fingers look great! |
spellcowled linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+3 eff.) ---------- misc Max.mana +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hanahir the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Dex dps ---------- Crit.mult +15.00% S.pwr/crit +2 Res.pen +10% physical Phasing +10% ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
7 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. |
191 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+6 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. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+4 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. |
iron pickaxe 'Elowe' (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str +1 Con ----- def ----- Fatigue -5% Resists +3% nature Crit.dmg- 5.00% Phys.save +6 (+6 eff.) Blind- +10% Def/telep +15 Res/telep +15% Dur/telep +15% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(84 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 12 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 120 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. |
psychokinetic pouch of iron shots of crippling (7/17, 16-19 power, 1 apr)3.0 T1 shot ammo [Ego++] Master/Psionic Power 15.5 - 18.6 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +10.0% Capacity 17 Ranged+ +8 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 145 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
Dairenik [power 250] (4/9 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +4 Str +2 Dex dps ---------- Acc +15 (+4 eff.) Apr +1 On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +10 ---------- misc Stam/turn +3.00 Blast the opponent's mind dealing 250 mind damage and silencing them for 4 turns Puts all charms on 9 cooldown Torques are made by powerful psionics to store psionic powers. |
Blastwreath [power 250] (4/15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +18% lightning Res.pen +10% acid +10% cold Melee Ret 6 lightning ----- def ----- Resists +6% cold Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 516 Base Damage: 281 Armor: 20 All Resist: 12 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Mayoldana the Willowgrit [power 100] (4/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Spell.crit +1% Spell.pwr +15 (+4 eff.) Dmg.mod +6% arcane On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Spell.save +3 (+2 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/s.crit +2.00 Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 216 Base Damage: 114 Armor: 7 All Resist: 6 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
focusing yew totem of healing [power 260] (4/9 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 9 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
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. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Onnar the Cornac Skirmisher level 19
39th Dusk 122nd year of Ascendancy at 17:13 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Onnar the Cornac Skirmisher level 11
4th Flare 122nd year of Ascendancy at 04:45 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Onnar the Cornac Skirmisher level 21
50th Dusk 122nd year of Ascendancy at 07:54 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Onnar the Cornac Skirmisher level 10
6th Mirth 122nd year of Ascendancy at 14:37 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Onnar the Cornac Skirmisher level 20
46th Dusk 122nd year of Ascendancy at 19:59 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Onnar the Cornac Skirmisher level 10
7th Mirth 122nd year of Ascendancy at 08:17 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Onnar the Cornac Skirmisher level 7
1st Mirth 122nd year of Ascendancy at 05:23 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Onnar the Cornac Skirmisher level 17
24th Dusk 122nd year of Ascendancy at 18:30 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Onnar the Cornac Skirmisher level 20
47th Dusk 122nd year of Ascendancy at 17:50 see stats
Log
Onnar picks up (c.): psionicist's gold ring of fire (+22%).
Onnar receives 8 healing from Deadly Poison from Onnar.
Warg howls
Something misses Onnar.
Onnar slows down.
Onnar misses Something.
Talent Swift Shot is ready to use.
Something misses Onnar.
Onnar moves reluctantly!
Onnar receives 8 healing from Deadly Poison from Onnar.
Onnar's armour is damaged!
Something hits Onnar for 100 physical, 8 blight, 7 cold (116 total damage).
Onnar is stunned with fear!
Something hits Onnar for 120 light damage.
Onnar receives 8 healing from Deadly Poison from Onnar.
Something performs a melee critical strike against Onnar!
Something misses Onnar.
Something hits Onnar for 57 physical damage.
Something hits Onnar for 60 light damage.
Something misses Onnar.
Onnar is afflicted by a crippling illness!
Onnar is pinned to the ground.
Something hits Onnar for 117 physical, 8 blight, 7 cold (132 total damage).
Onnar receives 7 healing from Deadly Poison from Onnar.
Something hits Onnar for 378 physical damage.
Onnar the level 23 cornac skirmisher was shattered to death by Genor the giant army ant on level 2 of The Maze.

























































































