










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! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Thalore |
| Class | Oozemancer |
| Level / Exp | 23 / 13% |
| Size | medium |
| Lifes / Deaths | Killed by Yvydheth the sandworm at level 23 on the 74th Haze 122nd year of Ascendancy at 06:25 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 19 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 68 (base 51) |
| Cunning | 59 (base 44) |
Resources
| Life | -71/506 |
| Equilibrium | 81 |
| Psi | 148/158 |
| Healing Factor | 1.1683363011315 |
| Regeneration | 4.26442749913 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +104% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 2 |
| See Stealth | 15 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 43 |
| Accuracy | 58 |
| Crit Chance | 18% |
| APR | 27 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 43 |
| Accuracy | 58 |
| Crit Chance | 18% |
| APR | 27 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +13% |
| Light | +6% |
| Nature | +33% |
| Cold | +6% |
| Physical | +5% |
| Mind | +5% |
| All | 0% |
Offense: Damage Penetration
| Light | +25% |
| Temporal | +25% |
| Fire | +9% |
| Physical | +10% |
| Mind | +10% |
| Nature | +35% |
Defense: Base
| Armour (hardiness) | 17 (30%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 40 |
| Mental Save | 44 |
Defense: Resistances
| Physical | + 34%( 70%) |
| Acid | + 33%( 70%) |
| Light | + 28%( 70%) |
| Nature | + 60%( 70%) |
| Blight | + 34%( 70%) |
| Arcane | + 38%( 70%) |
| Fire | + 28%( 70%) |
| All | + 21%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
| Bleed Resistance | 65% |
| Confusion Resistance | 20% |
| Knockback Resistance | 27% |
| Pinning Resistance | 41% |
| Poison Resistance | 65% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| 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 physical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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 674% 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 Willpower stat. |
| 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 177 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Eyal's fury | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Oozing blades | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Moss | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mucus | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Slime | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Ooze | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Telekinetic Leap (+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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
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. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of wight ectoplasm. | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Siludhelle the Dazzleraven (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Ignore resists +25% light +25% temporal When Hit 8 light defense ------ Armor +3 Resistance +6% light Physical save +8 (+4 eff.) Spell save +6 (+2 eff.) Mind save +8 (+3 eff.) A pair of boots made of leather. |
| Light source | brass lantern 'Iceraptor'2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +6% cold When Hit 2 fire defense ------ Resistance +3% light Life +41.00 Life Regen +2.00 Confus Resist +20% Pinning Resist +20% other ------- 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 | Eye of the Forest (8 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+4 eff.) Mind save +12 (+4 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invisibility +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 2.6 Power cost 35 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 9. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| On hands | heroic hardened leather gloves (0 def, 6 armour)1.0 Encumbrance T2 hands armor [Ego+] Master While equipped: defense ------ Armor +6 Mind save +6 (+2 eff.) Life +45.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Oozetrencher [power 3] (25 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Damage +6% light +9% fire Ignore resists +20% nature When Hit 6 nature 4 fire defense ------ Resistance +9% nature Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 17% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | marksman's steel ring of nature (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ Damage +11% nature Accuracy +4 (+2 eff.) defense ------ Resistance +22% nature Rings make your fingers look great! |
| On fingers | marksman's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) defense ------ Life +21.00 Disarm Resist +20% Pinning Resist +21% Knockbk Resist +27% Rings make your fingers look great! |
| Around neck | Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+7 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | hungering thorny mindstar of flames (8-9 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) Global Speed +4% On-Hit 8 fire Damage +4% fire Ignore resists +9% fire defense ------ Resistance +9% fire other ------- Hate/kill +2.00 Psi/kill +2.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 94.50 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 turn cooldown 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. |
| Around waist | Modin the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +2 Con offense ------ Accuracy +25 (+9 eff.) defense ------ Resistance +4% physical Unlife -60.00 life Life Regen +1.40 Healmod +14% A belt that goes around your waist. |
| In off hand | nature's thorny mindstar of balance (8-9 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature Weapon Damage 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) Damage +2% nature defense ------ Resistance +6% blight Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Disease Resist +12% other ------- EQ when Hit +1.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | murderer's linen cloak of the hunter (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego++] Nature/Master While equipped: Stats +2 Cun +1 Dex offense ------ Accuracy +20 (+7 eff.) Ignore Armor +3 defense ------ Defense +1 (+0 eff.) Fatigue -5% Life +48.00 other ------- Max stamina +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+6 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 48.16 to 60.20 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
Cyryna the Oozesun0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +3 Con offense ------ Damage +6% nature +12% temporal Ignore resists +15% nature On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Fatigue -6% Physical save +7 (+3 eff.) Life +34.00 Life Regen +6.00 Amulets make your neck look great! |
gladiator's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +7 (+3 eff.) Rings make your fingers look great! |
savage's copper ring0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +2 Con defense ------ Spell save +11 (+4 eff.) other ------- Max stamina +13.00 Rings make your fingers look great! |
Blindburst (22-33 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Rare] Nature Weapon Damage 22.0 - 33.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +13 nature On-Hit, radius 1 +4 light On-crit, radius 2 +16 mind On Hit: * 10% chance to reduce all saves and defense by 31 While equipped: offense ------ Damage +6% mind Ignore resists +5% light On-Hit (Melee): * 20% chance to reduce armor by 13% Massive two-handed battleaxes. |
balanced dwarven-steel dagger of dampening (20-26 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego] Disrupt/Master Weapon Damage 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: offense ------ Accuracy +8 (+3 eff.) defense ------ Defense +7 (+3 eff.) Resistance +9% acid +10% lightning +9% fire +9% cold +4% all Spell save +8 (+3 eff.) Disarm Resist +27% Sharp, short and deadly. |
balanced steel dagger of erosion (13-17 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Nature/Master Weapon Damage 13.0 - 16.9 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +8 nature While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +8 (+4 eff.) Disarm Resist +21% Sharp, short and deadly. |
Zubilenor the Starwinter (25-40 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Random Unique] Arcane/Master Weapon Damage 25.0 - 40.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +4 light +9 temporal On-Hit, radius 1 +4 light On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: offense ------ Physical Crit +10.0% On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +10% temporal Massive two-handed swords. |
steel greatsword of enduring (25-40 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego+] Nature Weapon Damage 25.0 - 40.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +10 Con +7 Wil defense ------ Life +34.00 Massive two-handed swords. |
arcing dwarven-steel mace of phasing (26-37 power, 11 apr)3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Ego] Arcane Weapon Damage 26.5 - 37.1 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +11 Critical Rate +1.5% Attack Speed 100% Ignore Shields +13% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Blunt and deadly. |
cleansing hardened leather belt of burglary1.0 Encumbrance T3 belt armor [Ego+] Disrupt/Master While equipped: Stats +4 Dex +4 Cun +7 Lck defense ------ Resistance +7% acid +7% blight Stealth +8 other ------- Disarm Traps +5 Infravision +4 A belt that goes around your waist. |
nightruned hardened leather belt of the mystic1.0 Encumbrance T3 belt armor [Ego] Arcane While equipped: offense ------ Spellpower +4 (+4 eff.) defense ------ Resistance +7% light +5% darkness Mind save +8 (+3 eff.) A belt that goes around your waist. |
linen cloak 'Gloomdream' (1 def, 5 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Con offense ------ Ignore resists +20% darkness defense ------ Armor +5 Defense +1 (+0 eff.) Resistance +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blazewing (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane While equipped: Stats +4 Mag +6 Wil offense ------ Spell Crit +8% Spellpower +10 (+10 eff.) Damage +9% lightning +21% temporal +26% arcane +9% mind Ignore resists +20% mind When Hit 4 mind 4 lightning defense ------ Resistance +9% lightning +11% darkness +9% cold +7% blight +9% fire +9% light +15% all Physical save +15 (+7 eff.) Spell save +62 (+21 eff.) Mind save +10 (+4 eff.) other ------- Max mana +32.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Turomimas (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: offense ------ Damage +6% acid +16% cold On-Hit (Melee): * 10% chance to reduce armor by 13% defense ------ Resistance +12% temporal +36% cold +3% nature +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of life (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Nature While equipped: Stats +5 Con offense ------ Damage +7% nature defense ------ Resistance +7% blight +11% all Life +45.00 Life Regen +2.60 Healmod +10% Poison Resist +35% Disease Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
blood-soaked pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Master While equipped: offense ------ Physical Crit +3.0% Physical Power +4 (+2 eff.) Ignore Armor +5 defense ------ Armor +3 other ------- Stamina/turn +0.50 Max stamina +10.00 A pair of boots made of leather. |
pair of rough leather boots 'Velulenne' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +3 Str +3 Con offense ------ Physical Power +5 (+2 eff.) Move Speed +10% Ignore resists +20% mind defense ------ Armor +1 Fatigue -5% Resistance +3% blight Life +32.00 other ------- Stamina/turn +0.30 A pair of boots made of leather. |
traveler's pair of dwarven-steel boots of phasing (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Arcane/Master While equipped: Stats +2 Mag +3 Wil defense ------ Armor +4 Fatigue -2% Physical save +7 (+3 eff.) other ------- Encumbrance +25 Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown 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 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
iron gauntlets of the iron hand (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego+] Master While equipped: Stats +2 Str +3 Wil +3 Con defense ------ Armor +1 Fatigue +1% Disarm Resist +20% other ------- Masteries +0.20 Technique/Grappling 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. |
steady iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +18 (+6 eff.) defense ------ Armor +1 Fatigue +1% Physical save +5 (+2 eff.) Mind save +6 (+2 eff.) Disarm Resist +22% 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. |
Hathalar (10 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +2 Cun +5 Con offense ------ Critical power +10.00% Physical Power +30 (+13 eff.) On-Hit (Melee): * 20% chance to slow global speed by 58% defense ------ Armor +3 Defense +10 (+5 eff.) Fatigue +3% Resistance +3% fire A cap made of leather. |
cashmere wizard hat 'Emelimira' (2 def, 0 armour)2.0 Encumbrance T3 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +9 Mag +4 Wil +4 Cun offense ------ Spell Crit +2% Mind Crit +6% Critical power +10.00% Damage +10% cold defense ------ Defense +2 (+1 eff.) Resistance +15% cold Spell save +7 (+3 eff.) Mind save +14 (+5 eff.) Hateful Whisper: Puts all charms on 15 turn cooldown Effective talent level: 3.0 Power cost 15 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 152 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 26% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
hardened leather armour 'Nerivea' (9 def, 6 armour)9.0 Encumbrance T3 light armor Reqs Str 16 [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Physical Crit +4.0% Critical power +10.00% Physical Power +8 (+4 eff.) defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +6% light +6% cold Mind save +14 (+5 eff.) Life +37.00 Life Regen +2.00 Healmod +23% Stun Resist +10% A suit of armour made of leather. |
hardened leather armour of Toknor (9 def, 6 armour)9.0 Encumbrance T3 light armor Reqs Str 16 [Ego+] Master While equipped: offense ------ Physical Crit +4.0% Critical power +13.00% Physical Power +5 (+2 eff.) defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% A suit of armour made of leather. |
hardened leather armour of fire resistance (9 def, 6 armour)9.0 Encumbrance T3 light armor Reqs Str 16 [Ego] Master While equipped: defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +18% fire A suit of armour made of leather. |
Weepglamour the steel plate armour (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Rare] Master While equipped: offense ------ Critical power +20.00% Damage +15% nature +6% physical defense ------ Armor +9 Fatigue +22% Resistance +17% cold Crit Resistance 15.00% Unlife -20.00 life A suit of armour made of metal plates. |
agate0.0 Encumbrance 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. |
156 alchemist agate0.0 Encumbrance 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. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] 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. |
Nimbusstreak (dig speed 24 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +3 Cun +2 Str offense ------ Physical Crit +7.0% Damage +6% lightning Accuracy +5 (+2 eff.) Ignore Armor +2 defense ------ Defense +10 (+5 eff.) Resistance +12% lightning other ------- Infravision +4 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Runyhek the elm totem of stinging [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: defense ------ Armor +8 Resistance +3% darkness Crit Resistance 10.00% Spell save +12 (+4 eff.) Life Regen +2.00 Blind Resist +10% Sting an enemy dealing 146 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
extending yew totem of thorny skin [power 38] (20 cooldown)2.0 Encumbrance T3 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 38 and armour hardiness by 50% Puts all charms on 20 turn cooldown 100% to increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 Encumbrance T1 yellow gem [Normal] 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. |
zircon0.0 Encumbrance T1 yellow gem [Normal] 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Maerulila the Thalore Oozemancer level 10
3rd Dusk 122nd year of Ascendancy at 01:20 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Maerulila the Thalore Oozemancer level 10
3rd Dusk 122nd year of Ascendancy at 01:18 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Maerulila the Thalore Oozemancer level 20
67th Dusk 122nd year of Ascendancy at 04:06 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Maerulila the Thalore Oozemancer level 22
28th Haze 122nd year of Ascendancy at 17:21 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Maerulila the Thalore Oozemancer level 9
7th Flare 122nd year of Ascendancy at 09:41 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Maerulila the Thalore Oozemancer level 19
59th Dusk 122nd year of Ascendancy at 07:06 see stats
Log
Maerulila shares damage with her oozes!
Melee retaliation hits Yvydheth the sandworm for (2 to psi shield), 3 nature, 3 fire, 7 light (13 total damage).
Yvydheth the sandworm hits Maerulila for (64 resonance), 64 physical, (10 resonance), 10 physical (73 total damage).
Maerulila's natural acid becomes more concentrated!
Maerulila's Acidfire cloud hits Yvydheth the sandworm for (17 to psi shield), 25 acid (25 total damage).
Maerulila uses Slime Spit.
Maerulila's mucus ooze uses Slime Spit.
Yvydheth the sandworm slows down.
Maerulila's mucus ooze hits Yvydheth the sandworm for (14 to psi shield), 20 nature (20 total damage).
Yvydheth the sandworm's Beyond the Flesh hits Maerulila for 104 physical, 19 physical (124 total damage).
Melee retaliation hits Yvydheth the sandworm for (3 to psi shield), 4 nature, 4 fire, 8 light (16 total damage).
Poison from Maerulila hits Yvydheth the sandworm for (20 to psi shield), 29 nature (29 total damage).
Maerulila's Slime Spit hits Yvydheth the sandworm for (48 to psi shield), 72 nature (72 total damage).
Maerulila uses Gift of the Woods.
Maerulila starts regenerating health quickly.
You fail to use Nature's Touch due to your equilibrium!
Yvydheth the sandworm uses Kinetic Strike.
Yvydheth the sandworm performs a melee critical strike against Maerulila!
Maerulila is pinned to the ground.
Maerulila shares damage with her oozes!
Melee retaliation hits Yvydheth the sandworm for (3 to psi shield), 4 nature, 4 fire, 8 light (16 total damage).
Yvydheth the sandworm hits Maerulila for 149 physical, 6 physical (155 total damage).
You collect a new ingredient: sandworm tooth (1).
Maerulila shares damage with her oozes!
Yvydheth the sandworm's Beyond the Flesh hits Maerulila for 37 physical damage.
Melee retaliation hits Yvydheth the sandworm for (2 to psi shield), 3 nature (3 total damage).
Poison from Maerulila hits Yvydheth the sandworm for (17 to psi shield), 25 nature (25 total damage).
Maerulila the level 23 thalore oozemancer was bled to death by Yvydheth the sandworm on level 1 of Sandworm lair.

































































































