












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 18 / 52% |
| Size | small |
| Lifes / Deaths | Killed by Veliwe the Blightborn at level 18 on the 10th Haze 122nd year of Ascendancy at 17:35 / 2Killed by Veliwe the Blightborn at level 18 on the 10th Haze 122nd year of Ascendancy at 18:02 |
Primary Stats
| Strength | 20 (base 14) |
| Dexterity | 62 (base 36) |
| Constitution | 25 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 92 (base 46) |
Resources
| Life | -1/456 |
| Stamina | 140/176 |
| Healing Factor | 1.1245178243369 |
| Regeneration | 1.4056472804211 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4.999999999999 |
| Infravision | 5 |
| See Stealth | 48.121379661325 |
| See Invisible | 51.121379661325 |
Offense: Mainhand
| Damage | 15 |
| Accuracy | 44 |
| Crit Chance | 43% |
| APR | 16 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 43 |
| Accuracy | 44 |
| Crit Chance | 55% |
| APR | 34 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +32% |
| Cold | +3% |
| All | 0% |
Offense: Damage Penetration
| Cold | +10% |
| Physical | +10% |
| Mind | +5% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 29 (69.007671158813%) |
| Defense | 64 |
| Ranged Defense | 64 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 1 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 7%( 70%) |
| Nature | + 28%( 70%) |
| Cold | + 21%( 70%) |
| Mind | + 11%( 70%) |
| Lightning | + 13%( 70%) |
| Fire | + 16%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Pinning Resistance | 23% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 72% |
| Poison Resistance | 20% |
| Knockback Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 287 life over 5 turns. Its effects scale with your Dexterity 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 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 164 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Artifice | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 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 successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Cunning by +5. | 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 |
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. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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: * You've found the needed warg claw. * You've found the needed snow giant kidney. * '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 sandworm tooth. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed giant spider spinneret. | 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 |
Equipment
| On feet | Amiroldir the pair of rough leather boots (0 def, 5 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +5 Resists +6% nature Crit.dmg- 5.00% Mind.save +3 (+1 eff.) Disengage: Puts all charms on 13 cooldown Level 1.3 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 116% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
| Light source | brass lantern 'Salothra'2.0 T1 lite [Rare] Master While equipped: Stats +1 Str +2 Mag +3 Cun ----- def ----- Resists +12% cold ---------- misc Light +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. |
| On head | Festerreeve the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +27% nature +3% cold Res.pen +10% cold Melee Ret 4 nature ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats -5 Lck ----- def ----- Defense +5 (+1 eff.) Phys.save -10 (-7 eff.) Spell.save -10 (-10 eff.) Mind.save -10 (-3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | gladiator's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +5 (+3 eff.) Rings make your fingers look great! |
| On fingers | warrior's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Max.HP +21.00 Disarm- +22% Pinning- +23% Knockbk- +22% Rings make your fingers look great! |
| Around neck | Huruhor the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +8 Cun +4 Con dps ---------- Mind.crit +4% Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +1.00 ---------- misc Stam/turn +0.40 Max.hate +6.00 Masteries +0.14 Technique/Combat techniques Amulets make your neck look great! |
| In main hand | Bogwasp the iron waraxe (13-18 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Psionic Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 mind +4 fire On Crit.r2 +4 nature On Hit: * 11% chance to reduce all saves and defense by 24 While equipped: Stats +1 Dex +2 Wil +2 Cun dps ---------- Res.pen +5% nature ----- def ----- Resists +12% fire One-handed war axes. |
| Around waist | Greenglamour the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Res.pen +5% nature +5% mind Against +16% Summoned ----- def ----- Resists +3% lightning +9% nature D.Red.from +15% Summoned A belt that goes around your waist. |
| In off hand | Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) 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 (+4 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. |
| Cloak | Hekan the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +1 Mag +1 Cun +5 Con ----- def ----- Defense +7 (+2 eff.) Resists +3% acid Phys.save +6 (+3 eff.) ---------- misc See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Xanubeth the drakeskin leather armour (41 def, 14 armour)9.0 T5 light armor [Random Unique] Master/Psionic While equipped: Stats +5 Cun +2 Dex dps ---------- Phys.crit +9.0% Res.pen +10% physical Apr +10 ----- def ----- Armour +14 Defense +41 (+10 eff.) Fatigue +8% Resists +6% lightning +6% cold +7% mind Mind.save +42 (+14 eff.) ---------- misc Stam/turn +3.00 Second Wind: (Instant) Puts all charms on 29 cooldown Level 3.0 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 46 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Inventory
blink rune (range 3; phase 10; cd 13)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 82; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 82 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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 spell talent. |
Blindnaught the gold amulet0.1 T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Crit.mult +14.00% Spell.pwr +5 (+5 eff.) Dmg.mod +7% light +6% temporal +10% darkness +7% physical Res.pen +20% mind +20% light Acc +8 (+2 eff.) Apr +15 Melee Ret 6 mind On Hit (Melee): * 22% chance to reduce all saves and defense by 24 ----- def ----- Armour +6 Defense +9 (+2 eff.) Res.Cap +5% all Phys.save +15 (+7 eff.) ---------- misc Light +3 Amulets make your neck look great! |
titan's copper ring of light (+20%)0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Phys.save +6 (+3 eff.) Rings make your fingers look great! |
steel greatmaul 'Ivorana' (28-43 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Psionic Power 28.5 - 42.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Phys.crit +1.0% Res.pen +20% physical ----- def ----- Resists +3% acid +6% cold Mind.save +6 (+2 eff.) Confus- +20% Massive two-handed mauls. |
fungal ash longbow4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +3 Con ---------- misc Masteries +0.30 Wild-gift/Fungus Regenerate 80 life over 5 turns Puts all charms on 17 cooldown Longbows are used to shoot arrows at your foes. |
mighty ash longbow of lightning4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +12 lightning While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+5 eff.) Dmg.mod +15% lightning Longbows are used to shoot arrows at your foes. |
steel mace of rage (14-20 power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Master Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Dmg.mod +6% physical Acc +13 (+4 eff.) Blunt and deadly. |
truestriking steel mace (15-21 power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Master Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Res.pen +8% physical Acc +9 (+3 eff.) Apr +7 Blunt and deadly. |
gifted mossy mindstar of balance (2-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +5 (+2 eff.) ----- def ----- Phys.save +2 (+1 eff.) Spell.save +3 (+3 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.60 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
linen cloak 'Arubreba' (7 def, 12 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.crit +1.0% ----- def ----- Armour +12 Defense +7 (+2 eff.) Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
traveler's pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -2% Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves of magic (+2) (0 def, 1 armour) =2MAG=1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Unarmed combat: Power 6.5 - 7.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Melee+ +5 arcane On Crit.r2 +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hellsoozer (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str dps ---------- Dmg.mod +3% fire ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal +6% blight +9% nature +1% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Phys.save +12 (+6 eff.) A cap made of leather. |
Dimquell the steel mail armour (2 def, 6 armour) =5MAG=14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Str +5 Mag +10 Wil +5 Cun dps ---------- Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Phys.pwr +14 (+7 eff.) Spell.pwr +14 (+10 eff.) Mind.pwr +18 (+7 eff.) Res.pen +10% darkness +5% nature ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +21% acid +18% darkness +13% lightning Mind.save +13 (+5 eff.) ---------- misc Equi/ret +0.04 Max.psi +20.00 A suit of armour made of mail. |
rough leather armour 'Breneran' (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +6% blight +5% physical +3% light +6% nature Phys.save +11 (+5 eff.) A suit of armour made of leather. |
enlightening steel plate armour of implacability (0 def, 14 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego++] Master/Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +14 Fatigue +17% Phys.save +6 (+3 eff.) Mind.save +13 (+5 eff.) A suit of armour made of metal plates. |
steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Normal] While equipped: ----- def ----- Armour +9 Fatigue +22% A suit of armour made of metal plates. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 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. |
6 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapper's iron pickaxe (dig speed 31 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +1 Cun dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
alchemist's lamp 'Elygalaith'1.0 T3 lite [Random Unique] Arcane/Master While equipped: Stats +2 Wil dps ---------- Mind.pwr +15 (+6 eff.) Res.pen +9% all Apr +11 Melee Ret 15 fire ----- def ----- Resists +3% temporal +7% fire Blind- +27% Confus- +19% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +11 See.Stealth +10 See.Invis +8 Track: Puts all charms on 33 cooldown Level 6.5 Pwr.cost 33 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 36 for 9 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
piercing steel torque of clear mind [power 2] (21 cooldown)2.0 T2 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 21 cooldown 100% to increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of stinging [power 182] (13 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 240 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
4 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. |
extending ash wand of lightning storm [power 176] (13 cooldown)2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 35 lightning damage and will be dazed for 1 turn (176 total damage) Puts all charms on 13 cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 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. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Hood the Halfling Rogue level 14
53rd Dusk 122nd year of Ascendancy at 03:09 see stats
Level 10 (Roguelike)
Got a character to level 10.By Hood the Halfling Rogue level 10
29th Dusk 122nd year of Ascendancy at 19:30 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Hood the Halfling Rogue level 7
78th Pyre 122nd year of Ascendancy at 09:14 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Hood the Halfling Rogue level 11
37th Dusk 122nd year of Ascendancy at 01:17 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Hood the Halfling Rogue level 17
1st Time of Equilibrium 122nd year of Ascendancy at 04:57 see stats
Unstoppable (Roguelike)
Returned from the dead.By Hood the Halfling Rogue level 18
10th Haze 122nd year of Ascendancy at 17:35 see stats
Log
Epidemic from Veliwe the Blightborn hits Hood for 60 blight damage.
Hood is not dazed anymore.
Hood tries to evade attacks.
Veliwe the Blightborn's Soul Rot hits Hood for 234 blight damage.
Hood uses Infusion: Regeneration.
Hood starts regenerating health quickly.
Hood is dazed!
Epidemic from Veliwe the Blightborn hits Hood for 60 blight damage.
Hood activates Trained Reactions.
You are unable to move!
Hood activates Apply Poison.
Hood is not dazed anymore.
Hood is dazed!
Epidemic from Veliwe the Blightborn hits Hood for 50 blight damage.
Hood uses Throwing Knives.
Bloated ooze is poisoned!
Hood's Throwing Knife hits Bloated ooze for 43 physical damage.
Hood is not dazed anymore.
Hood is no longer evading attacks.
Epidemic from Veliwe the Blightborn hits Hood for 50 blight damage.
Hood uses Tumble.
Hood uses Dagger Block.
Deadly Poison from Hood hits Bloated ooze for 40 nature damage.
Talent Infusion: Wild is ready to use.
Epidemic from Veliwe the Blightborn hits Hood for 50 blight damage.
Hood the level 18 halfling rogue was infected to death by Veliwe the Blightborn on level 1 of inside a giant tentacle.






































































































