











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Savefile Notes 1.3.0Allows you to add notes to a savefile that will be displayed in the Load Game dialog. Savefile notes can be set via the "Change Savefile Note" action on the main game menu, and also optionally via automatic prompt when you save and exit a game. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Items Vault 1.5.0Donators/Buyers bonus! Inventory Keys 1.5.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Better Item Description 1.5.10This 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 Enhanced Wield Replace 1.3.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Forbidden Cults 1.5.9Official 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 | Shalore |
| Class | Sun Paladin |
| Level / Exp | 16 / 4% |
| Size | medium |
| Lifes / Deaths | Killed by Inia the halfling at level 16 on the 37th Haze 122nd year of Ascendancy at 22:29 / 1 |
Primary Stats
| Strength | 43 (base 41) |
| Dexterity | 23 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 43 (base 36) |
| Willpower | 19 (base 10) |
| Cunning | 25 (base 10) |
Resources
| Life | -57/384 |
| Positive | 45/65 |
| Stamina | 146/168 |
| Healing Factor | 1.4483870967742 |
| Regeneration | 75.156806451613 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 6 |
| See Stealth | 7 |
| See Invisible | 14 |
Offense: Mainhand
| Damage | 51 |
| Accuracy | 31 |
| Crit Chance | 17% |
| APR | 16 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 31 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +39% |
| Temporal | +18% |
| Arcane | +18% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +5% |
| Acid | +20% |
Defense: Base
| Armour (hardiness) | 32.416050405667 (76.629213483146%) |
| Defense | 23 |
| Ranged Defense | 33 |
| Fatigue | 35 |
| Physical Save | 20 |
| Spell Save | 27 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 14%( 70%) |
| Blight | + 17%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 33%( 70%) |
| All | -3%( 70%) |
| Darkness | 0%( 70%) |
| Light | + 67%( 70%) |
| Lightning | + 13%( 70%) |
| Fire | + 28%( 70%) |
| Nature | + 27%( 70%) |
Defense: Immunities
| Stun Resistance | 15% |
| Confusion Resistance | 15% |
| Teleport Resistance | 5% |
| Instadeath Resistance | 100% |
| Blind Resistance | 51% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 19 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 or physical effect and reduce all damage taken by 17% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| 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 258 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Weapon of Light |
| talent | Chant of Resistance |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
| beneficial effect | A flow of life spins around the target, regenerating 51.64 life per turn. Regeneration |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target is recovering 15 life each turn. Recovery |
| beneficial effect | The target ignores pain, reducing all damage taken by 17%. Pain Suppression |
| detrimental effect | One or more of your marked sustains has been deactivated: Sustain Loss· Secrets of the Eternals · Shield of Light · Second Life · Weapon of Wrath |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed orc heart. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Elawe the pair of dwarven-steel boots (9 def, 9 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +4 Str ----- def ----- Armour +9 Defense +9 (+5 eff.) Rng.Def +9 (+4 eff.) Fatigue +3% Resists +10% acid +9% lightning +8% cold +5% arcane +8% fire Blind- +25% Confus- +10% ---------- misc Infravis +2 See.Invis +6 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 Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | hardened leather cap 'Eryneg' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +3% Resists +6% light +3% darkness +9% nature Confus- +5% Stun/Frz- +15% Teleport- +5% A cap made of leather. |
| On hands | hardened leather gloves of archery (0 def, 2 armour)1.0 T3 hands armor [Ego+] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Acc +6 (+3 eff.) Apr +7 ----- def ----- Armour +2 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | elm wand of conjuration 'Falolach' [power 91] (10 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Cun dps ---------- Dmg.mod +18% temporal ----- def ----- Mind.save +12 (+6 eff.) ---------- misc Max.psi +20.00 Fire a bolt of a random element with (base) damage 46 to 91 Puts all charms on 10 cooldown 100% to regenerate 2 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | copper ring 'Polamira'0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Crit.mult +5.00% Dmg.mod +11% light Res.pen +5% arcane ----- def ----- Resists +22% light ---------- misc Mana/turn +0.04 Rings can have magical properties. |
| On fingers | steel ring 'Samurim'0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Cun +5 Dex dps ---------- Dmg.mod +18% arcane Acc +8 (+4 eff.) ----- def ----- Fatigue -5% Resists +5% arcane Blind- +26% ---------- misc Max.enc +24 Infravis +4 See.Stealth +7 See.Invis +8 Rings can have magical properties. |
| Around neck | copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets can have magical properties. |
| In main hand | Betymira the Blazeripper (26.5-37.1 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 26.5 - 37.1 Light Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +4 light On Hit.r1 +8 acid On Crit.r2 +12 light While equipped: dps ---------- Dmg.mod +3% light Res.pen +20% acid Sharp, long, and deadly. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | stralite shield of radiance (10 def, 2 armour, 48-57.6 power, 146 block)7.0 T4 shield armor [Ego+] Arcane When used to Attack: Power 48.0 - 57.6 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +4.5% Block +146 Melee+ +14 light While equipped: Stats +3 Con +1 Mag dps ---------- On Melee Ret: * 10% chance to blind ----- def ----- Armour +2 Defense +10 (+5 eff.) Rng.Def +10 (+5 eff.) Fatigue +14% Resists +10% light ---------- misc Talents +4 Block Handheld deflection devices. |
| Cloak | resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Blazeserpent (3 def, 7 armour)17.0 T1 massive armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +7 Defense +3 (+2 eff.) Fatigue +20% Resists +5% arcane +16% fire ---------- misc Light +3 A suit of armour made of metal plates. |
Inventory
sun infusion (rad 6; power 20; turns 3; dispels darkness)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 3 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heat beam rune (44 fire damage)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 43.65 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
copper ring 'Silewen'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Dex +1 Cun dps ---------- Dmg.mod +18% acid +10% cold ----- def ----- Resists +20% cold ---------- misc Telepathy Dragon Humanoid/Orc Rings can have magical properties. |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) Confus- +20% Rings can have magical properties. |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +22 Rings can have magical properties. |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Rings can have magical properties. |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings can have magical properties. |
Urunarigrim the Gloomswift0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Cun dps ---------- Res.pen +15% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Crit.dmg- 5.00% Max.HP +28.00 Disarm- +23% Pinning- +25% Knockbk- +31% ---------- misc Telepathy Demon/Minor Demon/Major Rings can have magical properties. |
balanced steel battleaxe of the mystic (22-33 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane/Master Power 22.0 - 33.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Wil +2 Mag dps ---------- Spell.pwr +10 (+5 eff.) Acc +9 (+5 eff.) ----- def ----- Defense +9 (+5 eff.) Disarm- +32% Massive two-handed battleaxes. |
iron greatsword (16-25.6 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 16.0 - 25.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
iron longsword of paradox (11-15.4 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 temporal While equipped: dps ---------- Melee Ret 5 temporal ----- def ----- Resists +5% temporal Sharp, long, and deadly. |
iron mace (13.5-18.9 power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
acidic steel mace of erosion (13-18.2 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane/Nature Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +8 acid +5 temporal +7 nature On Crit: * splashes the target with acid Blunt and deadly. |
acidic iron waraxe of massacre (17.5-24.5 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane/Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 acid On Crit: * splashes the target with acid One-handed war axes. |
wrathful vined mindstar of persecution (6-6.6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego++] Nature/Disrupt/Psionic This psionic mindstar is wrathful to the hated. Power 6.0 - 6.6 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Against +10% Unnatural On Hit: * disrupts spell-casting While equipped: dps ---------- Mind.crit +8% Mind.pwr +4 (+2 eff.) ---------- misc Hate/m.crit +2.00 Psi/m.crit +2.00 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. |
fungal steel steamgun of power4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Nature/Master/Steamtech Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Dmg.mod +8% physical Res.pen +8% physical ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 66 life over 5 turns Puts all charms on 20 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
hateful pouch of steel shots (17/18, 20.5-24.6 power, 2 apr)3.0 T2 shot ammo [Ego+] Psionic Power 20.5 - 24.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 18 Ranged+ +6 darkness Against +7% Living Shots are used with slings to pummel your foes to death. |
iron shield (4 def, 2 armour, 7.5-9 power, 20.5 block)7.0 T1 shield armor [Normal] When used to Attack: Power 7.5 - 9.0 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +2.5% Block +20 While equipped: ----- def ----- Armour +2 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
iron shield (4 def, 2 armour, 8.5-10.2 power, 20.5 block)7.0 T1 shield armor [Normal] When used to Attack: Power 8.5 - 10.2 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +2.5% Block +20 While equipped: ----- def ----- Armour +2 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
corrosive voratun shield of temporal resistance (+17%) (12 def, 3 armour, 64-76.8 power, 200.5 block)7.0 T5 shield armor Reqs Str 48 [Ego+] Arcane/Nature When used to Attack: Power 64.0 - 76.8 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +5.0% Block +200 Melee+ +11 acid While equipped: Stats +2 Con dps ---------- On Melee Ret: * 10% chance to gain 10% of a turn (3/turn limit) * 11% chance to corrode armour by 30% ----- def ----- Armour +3 Defense +12 (+6 eff.) Rng.Def +12 (+6 eff.) Fatigue +14% Resists +17% acid +10% temporal ---------- misc Talents +5 Block Handheld deflection devices. |
mindwoven woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) ----- def ----- Resists +7% blight Mind.save +15 (+8 eff.) Max.HP +42.00 HP.reg +1.90 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
troll-hide cured leather armour of acid resistance (2 def, 4 armour)9.0 T2 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +17% acid Max.HP +38.00 HP.reg +4.80 Heal.mod +11% A suit of armour made of leather. |
hardened leather armour of the deep (3 def, 9 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +9 Defense +3 (+2 eff.) Fatigue +8% Resists +5% acid +8% cold ---------- misc Breathe water A suit of armour made of leather. |
cleansing rough leather belt of the giants1.0 T1 belt armor [Ego] Disrupt/Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Resists +5% acid +5% blight Spell.save +5 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
nightruned rough leather belt1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Resists +5% light +5% darkness A belt that goes around your waist. |
rough leather belt 'Glarada'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +3.00% Acc +4 (+2 eff.) ----- def ----- Resists +3% physical Max.HP +52.00 ---------- misc Stam/turn +0.20 A belt that goes around your waist. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- 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. |
scholar's pair of iron boots of evasion (12 def, 3 armour)3.0 T1 feet armor [Ego+] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +3 Defense +12 (+6 eff.) Fatigue +2% Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 12 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
Strikeraider (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid +9% darkness +9% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +1 (+1 eff.) Resists +16% acid +6% lightning A pointy cloth hat, very wizardly... |
6 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. |
8 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. |
10 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. |
11 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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. |
3 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. |
2 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. |
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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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. |
brass lantern 'Porutta'2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +12% mind ----- def ----- Resists +3% blight +12% cold +3% light Spell.save +6 (+3 eff.) ---------- misc Equi/ret +0.04 Light +2 Telepathy Humanoid/Orc 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. |
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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
quick elm wand of conjuration [power 73] (7 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 36 to 73 Puts all charms on 7 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Lisran the Shalore Sun Paladin level 10
9th Mirth 122nd year of Ascendancy at 00:03 see stats
Lost in translation (Nightmare (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Lisran the Shalore Sun Paladin level 5
77th Pyre 122nd year of Ascendancy at 12:54 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Lisran the Shalore Sun Paladin level 8
5th Mirth 122nd year of Ascendancy at 11:41 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Lisran the Shalore Sun Paladin level 8
4th Mirth 122nd year of Ascendancy at 05:41 see stats
Log
Lisran uses Infusion: Wild.
Lisran recovers sight.
Lisran is cured!
Lisran lessens the pain.
Inia the halfling stops surging mana.
Inia the halfling casts Aether Beam.
Inia the halfling's aether beam hits Lisran for 4 arcane damage.
Inia the halfling's aether beam hits Lisran for 4 arcane damage.
Lisran's sun path area effect hits Inia the halfling for 37 light damage.
Inia the halfling's aether beam hits Lisran for 4 arcane damage.
Inia the halfling's aether beam hits Lisran for 4 arcane damage.
Inia the halfling's aether beam hits Lisran for 4 arcane damage.
Lisran's solar fury subsides.
Inia the halfling's aether beam hits Lisran for 4 arcane damage.
Inia the halfling casts Lightning.
Lisran is recovering from the damage!
Inia the halfling hits Lisran for 173 lightning damage.
Lisran's sun path area effect hits Inia the halfling for 37 light damage.
Lisran resists!
Inia the halfling's aether beam hits Lisran for 66 arcane damage.
Lisran is silenced!
Lisran receives 22 healing.
Inia the halfling's aether beam hits Lisran for 66 arcane damage.
Lisran uses Infusion: Regeneration.
Lisran starts regenerating health quickly.
Inia the halfling's aether beam hits Lisran for 66 arcane damage.
Saving game...





























































































