











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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 | Male |
| Race | Shalore |
| Class | Skirmisher |
| Level / Exp | 22 / 27% |
| Size | medium |
| Lifes / Deaths | Killed by Xerabeth the rogue at level 20 on the 4th Regrowth 123rd year of Ascendancy at 03:57 / 2Killed by Silivena the grizzly bear at level 22 on the 17th Regrowth 123rd year of Ascendancy at 12:31 |
Primary Stats
| Strength | 18 (base 12) |
| Dexterity | 56 (base 51) |
| Constitution | 12 (base 10) |
| Magic | 16 (base 10) |
| Willpower | 20 (base 11) |
| Cunning | 56 (base 44) |
Resources
| Life | -241/359 |
| Stamina | 68/198 |
| Healing Factor | 1.1191526171258 |
| Regeneration | 4.7563986227844 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 1 |
| See Invisible | 6 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 70 |
| Accuracy | 46 |
| Crit Chance | 24% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +6% |
| Acid | +41% |
| Nature | +10% |
| Mind | +9% |
| Darkness | +3% |
| Arcane | +5% |
| Cold | +21% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Cold | +13% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 43 (94.687909656376%) |
| Defense | 66 |
| Ranged Defense | 66 |
| Fatigue | 0 |
| Physical Save | 19 |
| Spell Save | 20 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 24%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 65%( 70%) |
| All | + 7%( 70%) |
| Physical | + 8%( 70%) |
| Lightning | + 27%( 70%) |
| Light | + 10%( 70%) |
| Temporal | + 18%( 70%) |
| Mind | + 13%( 70%) |
| Darkness | + 15%( 70%) |
| Fire | + 34%( 70%) |
| Nature | + 45%( 70%) |
Defense: Immunities
| Bleed Resistance | 20% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 180 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 361 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 153 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 597% 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 Cunning stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lone alchemist from death by rimebark. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 AlchemistsAgrimley 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.' * You've found the needed skeleton mage skull. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol 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 ice ant stinger. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed bloated horror 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 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 | pair of hardened leather boots 'Adyriada' (6 def, 7 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+1 eff.) Fatigue: -6% Changes resistances: +9% cold Changes damage: +6% physical Stamina each turn: +2.30 Maximum life: +36.00 Maximum stamina: +10.00 Infravision radius: +1 Movement speed: +10% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 37 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Quiver | pouch of iron shots 'Xerema' (29/41, 14-17 power, 1 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.5 - 17.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 41 On weapon hit: * 20% chance to slow global speed by 45% * 10 arcane resource burn Damage (Ranged): +12 mind Damage (radius 1) on hit: +4 mind Damage (radius 2) on crit: +16 mind When wielded/worn: Ammo reloads per turn: +2 Shots are used with slings to pummel your foes to death. |
| Light source | NeraveaInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +3.0% Physical power: +10 (+3 eff.) Armour: +2 Changes stats: +1 Str Physical save: +6 (+3 eff.) Light radius: +3 Healing mod.: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% 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 | Zubedhevea the rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 mind Changes stats: +3 Cun / +2 Str Changes resistances: +6% lightning / +6% temporal See invisible: +6 A cap made of leather. |
| On hands | Hurokalthokath the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +7 Armour: +2 Fatigue: +3% Damage (Melee): 9 mind Changes stats: +4 Dex / +4 Mag / +3 Cun Changes resistances: +6% mind / +6% nature Changes damage: +5% arcane / +6% mind Physical save: +3 (+2 eff.) Cut immunity: +20% Life regen: +4.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 7 Travel Speed: 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). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Vorydassra the Hazeedge [power 100] (21/25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour: +2 Defense: +10 (+2 eff.) Changes resistances penetration: +5% cold Spell save: +6 (+3 eff.) Only die when reaching: -80.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to 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: 200 Base Damage: 110 Armor: 3 All Resist: 8 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring 'Demonvice'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +18% blight / +20% nature / +3% darkness Changes damage: +10% nature Rings make your fingers look great! |
| On fingers | Hathekor the EarthwendCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +6 Defense: +15 (+3 eff.) Changes stats: +3 Str Changes resistances: +3% lightning / +1% physical Changes resistances penetration: +15% nature Rings make your fingers look great! |
| Around neck | Hathohell the StormzealInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% lightning / +13% fire / +9% acid / +14% cold Changes resistances penetration: +10% acid Changes damage: +24% acid Amulets make your neck look great! |
| In main hand | LayarabaRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +16 acid / +6 cold Damage (radius 2) on crit: +4 mind When wielded/worn: Changes stats: +6 Wil Changes damage: +17% acid / +11% cold / +3% mind Slings are used to hurl stones or metal shots at your foes. |
| Around waist | rough leather belt 'Xanubretira'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal / +3% light / +6% fire / +5% arcane / +12% nature Spell save: +3 (+2 eff.) A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25 power, 48 block)Requires: - Shield usage training - Cunning 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | Sootdredge the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +9% cold / +3% nature / +6% darkness Changes damage: +3% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+3 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
Inventory
mindweaver's copper amulet of manastreamingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil / +2 Mag Mental save: +6 (+3 eff.) Confusion immunity: +12% Mana each turn: +0.15 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +21.00 Mindpower: +6 (+3 eff.) Amulets make your neck look great! |
ShadowfuryPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 16% * 10% chance to reduce armor by 22% Changes stats: +3 Mag Changes resistances: +6% darkness Changes damage: +3% arcane / +3% darkness Spell save: +6 (+3 eff.) Rings make your fingers look great! |
Spelldrinker (27-35 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 35% Str, 20% Mag, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Umbral Razor (25-32 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 15% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 64.18 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
This item will automatically be transmogrified when you leave the level.Blastbore (20-31 power, 1 apr) Requires: - Strength 11 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 20.5 - 30.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +12 nature When wielded/worn: Changes stats: +2 Mag / +3 Wil / +6 Con Changes resistances penetration: +25% lightning Light radius: +3 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Eclipseblight (28-41 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.5 - 41.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +9 darkness Damage against: +12% Living When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +6% darkness Hate when firing a critical mind attack: +3.00 Mindpower: +30 (+14 eff.) Mental crit. chance: +2% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.ash magestaff 'Cureorder' (15-18 power, 3 apr, arcane element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +7 (+1 eff.) Damage when hit (Melee): 2 darkness Changes resistances: +9% nature / +6% darkness Changes damage: +15% arcane / +3% nature Talent granted: +1 Command Staff Maximum pos.energy: +20.00 Maximum neg.energy: +20.00 Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 45.87 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Kindlestreaker the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Dex / +5 Mag / +1 Cun / +2 Con Changes damage: +6% light Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Icelady (4 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Changes resistances: +9% cold Changes resistances penetration: +10% cold Reduces incoming crit damage: 15.00% Physical save: +6 (+3 eff.) Confusion immunity: +10% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.9 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 30 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.scouring hardened leather gloves (0 def, 2 armour) Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects when hit in melee: * 18 arcane resource burn Spell save: +9 (+5 eff.) 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. |
Venomtyphoon (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Dex / +3 Mag Changes resistances: +12% blight / +10% physical / +3% darkness Changes resistances penetration: +10% nature Changes damage: +10% physical A pointy cloth hat, very wizardly... |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Zodiac the Shalore Skirmisher level 8
10th Flare 122nd year of Ascendancy at 17:39 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Zodiac the Shalore Skirmisher level 22
17th Regrowth 123rd year of Ascendancy at 10:13 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Zodiac the Shalore Skirmisher level 10
49th Dusk 122nd year of Ascendancy at 11:39 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Zodiac the Shalore Skirmisher level 20
52nd Haze 122nd year of Ascendancy at 06:44 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Zodiac the Shalore Skirmisher level 22
17th Regrowth 123rd year of Ascendancy at 12:28 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Zodiac the Shalore Skirmisher level 7
3rd Mirth 122nd year of Ascendancy at 18:34 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Zodiac the Shalore Skirmisher level 8
28th Dusk 122nd year of Ascendancy at 08:00 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Zodiac the Shalore Skirmisher level 21
16th Regrowth 123rd year of Ascendancy at 15:52 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Zodiac the Shalore Skirmisher level 16
28th Haze 122nd year of Ascendancy at 01:48 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Zodiac the Shalore Skirmisher level 20
4th Regrowth 123rd year of Ascendancy at 03:57 see stats
Log
Zodiac cleverly deflects the attack with his shield!
Zodiac repels an attack from Gluwen the midge swarm.
Gluwen the midge swarm misses Zodiac.
Bethyldatha the black bear uses Stun.
Bethyldatha the black bear misses Zodiac.
Zodiac cleverly deflects the attack with his shield!
Zodiac repels an attack from Bethyldatha the black bear.
Wrathroot misses Zodiac.
Silivena the grizzly bear shoves Turtle aside.
Ritch flamespitter misses Zodiac.
Bethyldatha the black bear is no longer pinned.
Thorn Grab from Gluwen the midge swarm hits Bethyldatha the black bear for 10 nature damage.
Zodiac cleverly deflects the attack with his shield!
Zodiac repels an attack from Gluwen the midge swarm.
Gluwen the midge swarm misses Zodiac.
Your summoned Lashing Tentacle disappears.
Zodiac is no longer poisoned.
Zodiac stops regenerating health quickly.
Gluwen the midge swarm misses Zodiac.
Gluwen the midge swarm misses Zodiac.
Wrathroot misses Zodiac.
Zodiac cleverly deflects the attack with his shield!
Zodiac repels an attack from Ritch flamespitter.
Silivena the grizzly bear uses Mind Sear.
Zodiac reacts to damage from Silivena the grizzly bear, mitigating the blow!.
Silivena the grizzly bear hits Zodiac for (27 flat reduction), (93 reacted , -5 stam), 166 mind (166 total damage).
Silivena the grizzly bear hits Gluwen the midge swarm for 196 mind damage.
Thorn Grab from Gluwen the midge swarm hits Bethyldatha the black bear for 10 nature damage.
Zodiac the level 22 shalore skirmisher was mentally tortured to death by Silivena the grizzly bear on level 4 of Old Forest.











































































