











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | 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.
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:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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 EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 17 / 1% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 23 (base 10) |
| Magic | 61 (base 43) |
| Willpower | 47 (base 33) |
| Cunning | 18 (base 11) |
Resources
| Life | 312/312 |
| Mana | 222/222 |
| Healing Factor | 1.21103626943 |
| Regeneration | 1.1504844559585 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
Offense: Mainhand
| Damage | 24 |
| Accuracy | 4 |
| Crit Chance | 6% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +11% |
| Acid | +14% |
| Fire | +29% |
| Temporal | +9% |
| Darkness | +23% |
| Arcane | +9% |
| Cold | +20% |
| All | +5% |
Offense: Damage Penetration
| Acid | +25% |
| Light | +25% |
| Temporal | +5% |
| Arcane | +10% |
| Physical | +10% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 23.8468397909 (30%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 1 |
| Physical Save | 22 |
| Spell Save | 37 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Blight | + 6%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 37%( 70%) |
| All | 0%( 70%) |
| Darkness | + 42%( 70%) |
| Light | + 9%( 70%) |
| Temporal | + 5%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 10% |
| Poison Resistance | 20% |
| Blind Resistance | 5% |
Inscriptions (3/3)
| 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 405 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 312 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Fire | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Wildfire | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Stone Skin |
| talent | Burning Wake |
| talent | Arcane Power |
| talent | Disruption Shield |
| talent | Arcane Shield |
| talent | Shielding |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Magic by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Norgos Lair. Escort: temporal explorer (level 3 of Norgos Lair)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Constitution 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 have explored the Maze and vanquished the Horned Horror. * 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 Possessed. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have closed 0 wormhole(s). | failed |
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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed red crystal shard. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | 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 | Sootdare the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Dmg.mod +6% darkness Res.pen +5% darkness +5% temporal Melee Ret 4 darkness ----- def ----- Armour +1 Fatigue +1% Resists +18% darkness Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
| Light source | Isliba the Noonwoe2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +25% acid Melee Ret 16 acid ----- def ----- Resists +6% light Max.HP +42.00 ---------- 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 | shielding linen wizard hat of knowledge (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane/Psionic While equipped: Stats +3 Mag +4 Wil +4 Cun dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
| Tool | elm totem of thorny skin 'Flowersmasher' [power 16] (20 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature ----- def ----- Armour +4 Resists +6% blight +3% light Blind- +5% Poison- +20% Pinning- +10% Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Elomiyarin0.1 T2 ring jewelry [Random Unique] Arcane While equipped: Stats +2 Str +8 Mag +4 Wil +3 Cun +2 Con dps ---------- Phys.crit +1.0% Spell.pwr +12 (+4 eff.) Dmg.mod +12% darkness Res.pen +10% physical ----- def ----- Armour +2 Resists +24% darkness Rings can have magical properties. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 17.10 cold and 14.96 physical damage (based on Willpower) each turn and knocking opponents back. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| Around waist | Ce'Neriaganne the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% Dmg.mod +9% acid ----- def ----- Resists +12% acid HP.reg +0.70 Heal.mod +11% ---------- misc Equi/ret +0.08 A belt that goes around your waist. |
| In main hand | Glarewrest (111% power, 3 apr, fire element)5.0 T2 staff 2H weapon [Rare] Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +8 arcane On Crit.r2 +8 light While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire Res.pen +10% arcane +15% light On Hit (Melee): * 7% chance to blind ----- def ----- Defense +6 (+3 eff.) ---------- misc Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.6 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 7 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 105.67 light damage. Staves designed for wielders of magic, by the greats of the art. |
| On hands | temporal rough leather gloves of magic (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 6 temporal Ranged+ 5 temporal Dmg.mod +4% arcane +4% temporal ----- def ----- Armour +1 Resists +5% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +13 (+5 eff.) Dmg.mod +5% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Blazequencher the cashmere cloak (2 def, 8 armour)2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +9% fire Res.pen +10% light Melee Ret 12 fire ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | savior's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +12 (+6 eff.) Spell.save +12 (+5 eff.) Mind.save +12 (+6 eff.) Amulets can have magical properties. |
Inventory
healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 138 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 138 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune (621% regen over 10 turns; 31 instant mana)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 621% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the duelist (range 6; power 20; dur 6)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
rogue's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Phys.pwr +6 (+5 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Defense +4 (+2 eff.) Rings can have magical properties. |
wizard's copper ring of perseverance0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) HP.reg +0.80 Stun/Frz- +20% Rings can have magical properties. |
balanced steel greatsword of crippling (129% power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego+] Master Power 129% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +9.0% Acc +9 (+9 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +28% Massive two-handed swords. |
iron longsword 'Pitchmire' (103% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 104% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +8 darkness On Crit: * cripple the target While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +18% blight Res.pen +10% darkness ----- def ----- Resists +6% blight +9% darkness Sharp, long, and deadly. |
acidic steel waraxe (112% power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane Power 112% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 acid On Crit: * splashes the target with acid One-handed war axes. |
rough leather belt1.0 T1 belt armor [Normal] A belt that goes around your waist. |
iron gauntlets 'Beribar' (9 def, 1 armour)1.5 T1 hands armor Reqs Heavy Armour Training [Rare] Psionic While equipped: Stats +3 Str +4 Cun dps ---------- Res.pen +15% physical ----- def ----- Armour +1 Defense +9 (+4 eff.) Rng.Def +9 (+4 eff.) Max.HP +50.00 HP.reg +1.30 ---------- misc Stam/turn +0.60 Max.stam +14.00 Metal gloves protecting the hands up to the middle of the lower arm. |
scouring iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy Armour Training [Ego+] Disrupt/Master While equipped: Stats +2 Dex dps ---------- Acc +10 (+10 eff.) On Melee Ret: * 16% chance to reduce effective powers by 20% * 16 arcane resource burn ----- def ----- Armour +1 Spell.save +10 (+4 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Str 16 Heavy Armour Training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+5 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
prismatic rough leather cap of knowledge (0 def, 1 armour)2.0 T1 head armor [Ego+] Nature/Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +11% light +11% darkness A cap made of leather. |
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. |
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. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor Reqs Str 22 [Unique] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+4 eff.) Fatigue +10% Max.HP +45.00 HP.reg +0.70 Knockbk- +10% ---------- misc Max.enc +20 Stam/turn +0.70 Max.stam +43.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Xanaldatira (3 def, 7 armour)17.0 T1 massive armor Reqs Str 22 Heavy Armour Training 3 [Rare] Master While equipped: dps ---------- Acc +8 (+8 eff.) ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% Resists +6% blight +17% cold Spell.save +10 (+4 eff.) Mind.save +3 (+1 eff.) Die.at -60.00 life Heal.mod +15% A suit of armour made of metal plates. |
9 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
71 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Sepsissmasher the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +25% nature Melee Ret 8 nature On Hit (Melee): * Slows global speed by 30% * 30% chance to daze at end of turn ----- def ----- Max.HP +43.00 ---------- 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
manaburning pouch of steel shots of erosion (14/14, 120% power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego] Nature/Disrupt Power 121% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 14 Ranged+ +5 temporal +7 nature On Hit: * 11 arcane resource burn Shots are used with slings to pummel your foes to death. |
pouch of steel shots of accuracy (17/17, 122% power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego] Master Power 122% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Acc +7 Apr +2 Crit +4.5% Capacity 17 Shots are used with slings to pummel your foes to death. |
2 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. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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 (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By MYTH MOD 03A the Cornac Archmage level 13
12nd Dusk 122nd year of Ascendancy at 07:33 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By MYTH MOD 03A the Cornac Archmage level 10
9th Mirth 122nd year of Ascendancy at 21:58 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By MYTH MOD 03A the Cornac Archmage level 13
29th Dusk 122nd year of Ascendancy at 00:03 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By MYTH MOD 03A the Cornac Archmage level 7
2nd Mirth 122nd year of Ascendancy at 01:52 see stats
Log
MYTH MOD 03A hits Mayetta the thief for 15 acid, 11 fire, 4 darkness (29 total damage).
Mayetta the thief's Shoot hits MYTH MOD 03A for (14 to time), 0 physical, (2 to time), 0 acid, (2 to time), 0 temporal, (1 to time), 0 darkness, (2 to time), 0 nature (0 total damage).
Mayetta the thief hits MYTH MOD 03A for (3 to time), 0 nature (0 total damage).
MYTH MOD 03A killed Mayetta the thief!
MYTH MOD 03A's cleansing fire area effect hits MYTH MOD 03A for (25 to time), 0 fire (0 total damage).
Deadly Poison from Mayetta the thief hits MYTH MOD 03A for (7 to time), 0 nature (0 total damage).
Deadly Poison from Mayetta the thief hits MYTH MOD 03A for (7 to time), 0 nature (0 total damage).
Resting starts...
MYTH MOD 03A rearms.
MYTH MOD 03A is no longer poisoned.
MYTH MOD 03A speeds up.
The fabric of time around MYTH MOD 03A stabilizes to normal.
The powerful time-altering energies generate a restoration field on MYTH MOD 03A.
The fabric of time around MYTH MOD 03A returns to normal.
Talent Time Shield is ready to use.
Talent Flameshock is ready to use.
Rested for 51 turns (stop reason: all resources and life at maximum).
MYTH MOD 03A picks up (n.): prismatic rough leather cap of knowledge (0 def, 1 armour).
MYTH MOD 03A picks up (z.): Sepsissmasher the brass lantern.
MYTH MOD 03A deactivates Arcane Power.
MYTH MOD 03A deactivates Shielding.
MYTH MOD 03A deactivates Arcane Shield.
MYTH MOD 03A deactivates Burning Wake.
MYTH MOD 03A deactivates Disruption Shield.
MYTH MOD 03A deactivates Stone Skin.


























































































