










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! 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! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
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 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 | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 15 / 68% |
| Size | medium |
| Lifes / Deaths | Killed by elven blood mage at level 15 on the 44th Dusk 122nd year of Ascendancy at 01:11 / 1 |
Primary Stats
| Strength | 3.4068247901895 (base 11) |
| Dexterity | 52 (base 32) |
| Constitution | 11 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 69 (base 41) |
Resources
| Life | -158/328 |
| Stamina | 109/142 |
| Healing Factor | 1.2282872928177 |
| Regeneration | 2.2723314917127 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +83.333333333333% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 4 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 76 |
| Accuracy | 46 |
| Crit Chance | 38% |
| APR | 20 |
| Speed | 0.90 |
Offense: Offhand
| Damage | 45 |
| Accuracy | 46 |
| Crit Chance | 29% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
Defense: Base
| Armour (hardiness) | 3 (58.536585365854%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 19 |
| Mental Save | 35 |
Defense: Resistances
| Darkness | + 12%( 70%) |
| Lightning | + 29%( 70%) |
| Mind | + 24%( 70%) |
| Temporal | + 12%( 70%) |
| Blight | + 6%( 70%) |
| Arcane | + 5%( 70%) |
| Fire | + 3%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Confusion Resistance | 25% |
| Pinning Resistance | 5% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 50% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 147 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 190 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 11% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 3/5 |
| 4/5 |
| 2/5 |
| 2/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Effects
| talent | Apply Poison |
| talent | Numbing Poison |
| talent | Crippling Poison |
| detrimental effect | Reduces global action speed by 20%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is infected by a disease, reducing its strength by 11 and doing 21.38 blight damage per turn. Weakness Disease |
| beneficial effect | Parrying melee and ranged attacks: Has a 32% chance to deflect up to 18 damage from the next 2.8 attack(s). Parried attacks cannot crit. Parrying |
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 repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Cunning by +2. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 |
Equipment
| On feet | Camarin (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Cun ----- def ----- Armour +1 Fatigue +1% Resists +24% lightning +6% temporal +5% arcane Die.at -60.00 life Pinning- +5% Stun/Frz- +10% A pair of boots made of leather. |
| Light source | survivor's brass lantern2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Heal.mod +12% ---------- 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. |
| On head | grounding rough leather cap of dexterity (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal A cap made of leather. |
| On hands | Ivabrenne (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% acid Acc +11 (+3 eff.) On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +1 Resists +3% mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | iron torque of psychoportation [power 21] (30 cooldown)2.0 T1 torque charm [Ego] Psionic Teleport randomly (rad 21) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring 'Blazequarry'0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Str +3 Dex +4 Wil +5 Cun dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +6 (+5 eff.) Mind.pwr +11 (+5 eff.) Acc +6 (+2 eff.) ----- def ----- Resists +3% fire ---------- misc Telepathy Demon/Minor Demon/Major Rings can have magical properties. |
| On fingers | rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Rings can have magical properties. |
| Around neck | clarifying copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +10% mind Confus- +25% Amulets can have magical properties. |
| In main hand | Swordbreaker (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+7 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Around waist | hardened leather belt of burglary1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Dex +4 Cun +5 Lck ----- def ----- Stealth +7 ---------- misc T.Disarm +12 Infravis +4 A belt that goes around your waist. |
| In off hand | dwarven-steel dagger of massacre (25-32.5 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Master Power 25.0 - 32.5 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
| Cloak | linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dreamer's linen robe of life (0 def, 0 armour)2.0 T1 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +6% blight +11% mind +12% darkness Phys.save +11 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +21 (+8 eff.) Max.HP +40.00 HP.reg +1.60 Heal.mod +10% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Betossra0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- S.pwr/crit +4 Dmg.mod +6% arcane Apr +3 ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +6% physical ---------- misc Stam/turn +0.30 Mana/s.crit +1.00 Amulets can have magical properties. |
copper ring of frost (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Rings can have magical properties. |
iron dagger (10.5-13.65 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 10.5 - 13.7 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
arcing iron greatsword of massacre (24.5-39.2 power, 1 apr)3.0 T1 greatsword 2H weapon Reqs Str 11 [Ego] Arcane/Master Power 24.5 - 39.2 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Melee+ +7 lightning On Hit: * 25% chance for lightning to arc to a second target Massive two-handed swords. |
iron mace of massacre (19-26.6 power, 2 apr)3.0 T1 mace 1H weapon Reqs Str 11 [Ego] Master Power 19.0 - 26.6 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
horrifying vined mindstar of slime (5-5.5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Disrupt/Psionic Power 5.0 - 5.5 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +2% mind +2% darkness +3% nature Melee Ret 3 darkness 2 mind On Melee Ret: * Slows global speed by 3% 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. |
mighty rough leather sling of cold4.0 T1 sling 1H weapon [Ego] Arcane/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +6 Ranged+ +5 cold While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +8% cold Slings are used to hurl stones or metal shots at your foes. |
Porinn the Blastgrind (10-12 power, 2 apr, cold element)5.0 T1 staff 2H weapon Reqs Mag 11 [Rare] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +4 mind While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+3 eff.) Dmg.mod +10% cold Res.pen +5% mind Melee Ret 4 mind On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% mind ---------- misc Mana/turn +0.13 Max.mana +33.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff of fate (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +6 (+5 eff.) Dmg.mod +15% darkness ----- def ----- Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 11 [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+3 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff 'Heatschism' (10-12 power, 2 apr, blight element)5.0 T1 staff 2H weapon Reqs Mag 11 [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +4 fire On Crit.r2 +4 acid On Hit: * 20% chance to corrode armour by 30% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+3 eff.) Dmg.mod +10% blight Res.pen +15% fire Melee Ret 12 acid On Hit (Melee): * 5% chance to blind ----- def ----- Defense +6 (+2 eff.) Resists +6% fire ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 35.70 light damage. Staves designed for wielders of magic, by the greats of the art. |
shimmering elm magestaff of greater warding (10-12 power, 2 apr, cold element)5.0 T1 staff 2H weapon Reqs Mag 11 [Ego+] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+3 eff.) Dmg.mod +10% cold ----- def ----- Armour +7 Defense +6 (+2 eff.) ---------- misc Mana/turn +0.10 Max.mana +33.00 Wards +3 cold Talents +1 Command Staff +1 Ward Staves designed for wielders of magic, by the greats of the art. |
Silimina the iron waraxe (11.5-16.1 power, 2 apr)3.0 T1 waraxe 1H weapon Reqs Str 11 [Rare] Arcane Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 cold While equipped: Stats +2 Wil dps ---------- Mind.crit +1% ---------- misc Equi/ret +0.08 Hate/m.crit +2.00 Max.psi +50.00 One-handed war axes. |
Velitha the Blacktouch1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% blight Res.pen +20% blight On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Resists +6% blight +6% light +6% darkness A belt that goes around your waist. |
rough leather belt 'Elenerokath'1.0 T1 belt armor [Rare] Master While equipped: Stats +7 Mag +3 Con dps ---------- Res.pen +10% temporal ----- def ----- Resists +6% cold +6% fire ---------- misc Light +2 A belt that goes around your waist. |
Runumaldir (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Str +2 Dex +2 Con dps ---------- Dmg.mod +9% physical Acc +8 (+2 eff.) Apr +1 ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven linen robe of protection (3 def, 3 armour)2.0 T1 cloth armor [Ego] Master/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) ----- def ----- Armour +3 Defense +3 (+1 eff.) Phys.save +15 (+7 eff.) Mind.save +16 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cholin the Lustremistress (3 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% light Melee Ret 4 light ----- def ----- Armour +1 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +1% Resists +9% light +18% fire A pair of boots made of leather. |
Torevon the pair of rough leather boots (0 def, 6 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +10% blight +5% arcane On Hit (Melee): * 10% chance to disease ----- def ----- Armour +6 Fatigue +1% Resists +18% blight ---------- misc Infravis +2 A pair of boots made of leather. |
Rhegandil (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy Armour Training [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.crit +2% Mind.pwr +8 (+4 eff.) Dmg.mod +24% mind Acc +6 (+2 eff.) ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Heal/summ +10 Disarm- +23% Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy Armour Training [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +1% Mind.pwr +4 (+2 eff.) ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+2 eff.) Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
cinder rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 fire Dmg.mod +4% fire Acc +11 (+3 eff.) ----- def ----- Armour +1 Resists +6% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
mindwoven linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) ---------- misc Psi/turn +0.11 A pointy cloth hat, very wizardly... |
rough leather cap (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
spellwoven linen wizard hat of the mind (+11%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Psionic While equipped: dps ---------- Spell.crit +3% Spell.pwr +2 (+2 eff.) Dmg.mod +11% mind ----- def ----- Defense +1 (+0 eff.) Resists +11% mind ---------- misc Mana/turn +0.13 A pointy cloth hat, very wizardly... |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Str 14 Heavy Armour Training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% A suit of armour made of mail. |
steel mail armour 'Heatpython' (2 def, 6 armour)14.0 T2 heavy armor Reqs Str 20 Heavy Armour Training [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Dmg.mod +6% fire Res.pen +5% fire ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +14% Resists +21% acid +5% mind Mind.save +12 (+5 eff.) HP.reg +2.90 ---------- misc Stam/turn +0.70 A suit of armour made of mail. |
barbed quiver of elm arrows of erosion (18/18, 12-16.8 power, 5 apr)3.0 T1 arrow ammo [Ego] Nature/Master Power 12.0 - 16.8 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 18 Ranged+ +8 bleed +9 nature +8 temporal On Crit: * wounds the target for 7 turns: 7 bleeding, 33% reduced healing Arrows are used with bows to pierce your foes to death. |
blazing quiver of ash arrows of erosion (13/13, 18.5-25.9 power, 7 apr)3.0 T2 arrow ammo [Ego] Nature Power 18.5 - 25.9 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 13 Ranged+ +9 temporal +12 nature +12 fire On Crit.r2 +11 fire Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows of erosion (15/15, 13.5-18.9 power, 5 apr)3.0 T1 arrow ammo [Ego] Nature Power 13.5 - 18.9 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 15 Ranged+ +11 nature +9 temporal Arrows are used with bows to pierce your foes to death. |
Dairontir (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str ----- def ----- Resists +3% blight +6% nature +6% mind Cut- +20% Teleport- +5% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
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 'Isuta'2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Dex dps ---------- Res.pen +20% physical ----- def ----- Phys.save +15 (+7 eff.) Mind.save +6 (+3 eff.) ---------- misc Max.stam +5.00 Light +2 See.Stealth +5 See.Invis +5 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 of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) ---------- misc Light +2 See.Stealth +5 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
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. |
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. |
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. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Perfectly Balanced the Cornac Rogue level 13
27th Dusk 122nd year of Ascendancy at 14:52 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Perfectly Balanced the Cornac Rogue level 10
14th Dusk 122nd year of Ascendancy at 17:08 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Perfectly Balanced the Cornac Rogue level 8
9th Flare 122nd year of Ascendancy at 19:25 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Perfectly Balanced the Cornac Rogue level 15
43rd Dusk 122nd year of Ascendancy at 08:12 see stats
Log
Perfectly Balanced deactivates Stealth.
Perfectly Balanced hits Elven blood mage for 109 physical, 176 physical (285 total damage).
Elven blood mage casts Timeless.
Elven blood mage is no longer poisoned.
Elven blood mage is fully armored again.
Elven blood mage's ability to fight has recovered.
Elven blood mage is not stunned anymore.
Elven blood mage misses Perfectly Balanced.
Deadly Poison from Perfectly Balanced hits Elven blood mage for 27 nature damage.
Perfectly Balanced uses Heartseeker.
Perfectly Balanced misses Something.
Perfectly Balanced misses Something.
Perfectly Balanced slows down.
Something hits Perfectly Balanced for 125 blight damage.
Talent Flurry is ready to use.
Perfectly Balanced is afflicted by a weakness disease!
Something hits Perfectly Balanced for 128 blight damage.
Perfectly Balanced misses Something.
Perfectly Balanced misses Something.
Talent Infusion: Healing is ready to use.
Weakness Disease from Elven blood mage hits Perfectly Balanced for 25 blight damage.
Elven blood mage's Blood Grasp hits Perfectly Balanced for 198 blight damage.
Something receives 104 healing from Perfectly Balanced.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Weakness Disease from Elven blood mage hits Perfectly Balanced for 25 blight damage.
Saving game...

























































































