












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official 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 1.7.0Donators/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 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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:
Forbidden Cults 1.7.0Official 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 17 / 61% |
| Size | small |
| Lifes / Deaths | Killed by fire wyrm at level 17 on the 10th Decay 122nd year of Ascendancy at 05:08 / 1 |
Primary Stats
| Strength | 20 (base 16) |
| Dexterity | 40 (base 33) |
| Constitution | 19 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 58 (base 44) |
Resources
| Life | 85/561 |
| Stamina | 168/198 |
| Healing Factor | 1.0791723257555 |
| Regeneration | 3.5073100587055 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 40.043810120534 |
| See Invisible | 40.043810120534 |
Offense: Mainhand
| Damage | 45 |
| Accuracy | 43 |
| Crit Chance | 37% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 22 |
| Accuracy | 43 |
| Crit Chance | 37% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +29% |
| All | 0% |
Offense: Damage Penetration
| Acid | +5% |
| Fire | +5% |
| Nature | +20% |
| Physical | +10% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 21 (57.155997060385%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 12 |
| Mental Save | 23 |
Defense: Resistances
| Lightning | + 6%( 70%) |
| Nature | + 14%( 70%) |
| Cold | + 38%( 70%) |
| Blight | + 11%( 70%) |
| Acid | + 21%( 70%) |
| Fire | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 51% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 46% |
| Poison Resistance | 22% |
| Knockback Resistance | 41% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 286 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 578% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| 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 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 1/5 |
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 defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed pouch of faeros ash. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed giant spider spinneret. * You've found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of foundations. 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.' * You've found the needed sandworm tooth. * You've found the needed bear paw. | 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 within5 lumberjacks have died. | done |
Equipment
| On feet | pair of iron boots 'Ragoregotodil' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +2 Con dps ---------- Melee Ret 2 blight ----- def ----- Armour +3 Fatigue -3% Phys.save +5 (+2 eff.) ---------- misc Max.enc +23 Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Hathurath (12/12, 14-17 power, 1 apr)3.0 T1 shot ammo [Rare] Psionic Power 14.0 - 16.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 12 Ranged+ +7 physical On Hit.r1 +12 acid On Crit.r2 +4 acid On Hit: * 20% chance to reduce armor by 10% * 10% chance to slow global speed by 44% * 20% chance to knock the target back 3 spaces and deal 99 physical damage Shots are used with slings to pummel your foes to death. |
| Light source | Layerawen the Scaldrock2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +5% fire ----- def ----- Resists +15% acid +6% cold +6% lightning Phys.save +6 (+3 eff.) Max.HP +46.00 ---------- misc Max.stam +10.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Nerevea the linen wizard hat (21 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Defense +21 (+7 eff.) Resists +3% fire +16% cold Pinning- +10% Def/telep +5 Res/telep +5% Dur/telep +5% A pointy cloth hat, very wizardly... |
| On hands | Barydur the Wildtreason (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Res.pen +15% nature On Hit (Melee): * 10% chance to reduce armor by 10% * 20% chance to slow global speed by 44% * 20% chance to reduce all saves and defense by 18 ----- def ----- Armour +2 HP.reg +3.00 ---------- misc Stam/turn +0.80 Max.stam +18.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Undeathgrit the yew wand of conjuration [power 225] (13 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +3 Cun dps ---------- Res.pen +5% nature Melee Ret 2 fire On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Resists +3% fire Fire a magical bolt dealing 225 acid damage Puts all charms on 13 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | mule's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% Max.HP +20.00 Disarm- +22% Pinning- +20% Knockbk- +20% ---------- misc Max.enc +20 Rings make your fingers look great! |
| On fingers | copper ring 'Floeoracle'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +18% cold Res.pen +5% acid Melee Ret 2 acid ----- def ----- Resists +6% acid +3% nature Max.HP +22.00 Disarm- +24% Pinning- +21% Knockbk- +21% Rings make your fingers look great! |
| Around neck | cleansing copper amulet0.1 T1 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +11% nature +11% blight Poison- +22% Disease- +22% Amulets make your neck look great! |
| In main hand | Boradogar the steel dagger (16-21 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Nature/Master Power 16.5 - 21.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 nature +12 mind On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Res.pen +10% mind ----- def ----- Resists +3% cold Spell.save +3 (+3 eff.) Sharp, short and deadly. |
| Around waist | Glorowen the hardened leather belt1.0 T3 belt armor [Rare] Arcane While equipped: Stats +2 Con dps ---------- Res.pen +10% physical Apr +5 ----- def ----- Armour +4 Fatigue -5% ---------- misc Max.enc +29 A belt that goes around your waist. |
| In off hand | steel dagger 'Lorevor' (14-18 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Nature Power 14.0 - 18.2 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 nature While equipped: Stats +2 Str +4 Con dps ---------- Crit.mult +5.00% Melee Ret 2 temporal ----- def ----- Die.at -60.00 life ---------- misc Max.stam +10.00 Sharp, short and deadly. |
| Cloak | Pitchpall (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 15% ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +13% cold Max.HP +80.00 ---------- misc Mana/turn +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | marauder's hardened leather armour of Toknor (13 def, 6 armour)9.0 T3 light armor [Ego++] Master While equipped: Stats +5 Str +4 Dex dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +5 (+3 eff.) ----- def ----- Armour +6 Defense +13 (+4 eff.) Fatigue +8% Phys.save +9 (+4 eff.) A suit of armour made of leather. |
Inventory
healing infusion of the psychic (heal 70; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 70 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 601%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 601% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 176 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
steel amulet 'Sewerstun'0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Crit.mult +11.00% Dmg.mod +3% fire +18% light +9% nature Res.pen +25% nature Acc +6 (+2 eff.) Apr +12 Amulets make your neck look great! |
copper ring 'Ce'Neta'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex +2 Con ----- def ----- Resists +5% arcane +1% physical Phys.save +3 (+1 eff.) Spell.save +11 (+9 eff.) ---------- misc Max.stam +15.00 Rings make your fingers look great! |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) Confus- +20% Rings make your fingers look great! |
titan's steel ring0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+4 eff.) Rings make your fingers look great! |
Moon (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Cun, 20% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
dwarven-steel dagger 'Shockrazor' (16-21 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Arcane Power 16.0 - 20.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 temporal While equipped: dps ---------- Dmg.mod +3% lightning +3% mind Melee Ret 2 blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Resists +6% lightning +7% temporal +6% mind Sharp, short and deadly. |
Chudechak (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag +3 Cun +3 Con dps ---------- Spell.crit +2% Crit.mult +14.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% cold ----- def ----- Resists +15% acid +3% cold +3% light Heal.mod +5% Silence- +20% Confus- +10% ---------- misc N.En/turn +0.20 Vim/s.crit +4.00 Max.vim +22.00 Max.N.En +26.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff (15-18 power, 3 apr, blight element)5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel elm starstaff of illumination (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 11 [Ego] Nature/Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +3 (+2 eff.) Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 5 cooldown Level 2.0 Pwr.cost 5 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 and deals 41.84 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
slime-covered steel waraxe (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Disrupt Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 6% chance to slow global speed by 44% One-handed war axes. |
Daimuzilablek the Winterfear (0 def, 4 armour)2.0 T2 cloth armor [Rare] Psionic While equipped: Stats +8 Dex dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +15% mind +3% cold ----- def ----- Armour +4 Resists +15% mind +9% all ---------- misc Max.stam +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+2 eff.) ----- def ----- Resists +9% all Spell.save +18 (+13 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blazedredge (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +7 Cun +2 Dex dps ---------- Dmg.mod +3% fire Res.pen +10% fire ----- def ----- Armour +1 Crit.dmg- 5.00% 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. |
miner's pair of iron boots of speed (0 def, 4 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +4 Fatigue +2% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
naturalist's dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+3 eff.) Melee+ 7 nature Dmg.mod +3% nature ----- def ----- Armour +2 Fatigue +3% Resists +5% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Emelothra the Oaknigh (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str +2 Dex +3 Wil +2 Con dps ---------- Dmg.mod +10% nature On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Defense +1 (+0 eff.) Resists +15% nature Crit.dmg- 5.00% A pointy cloth hat, very wizardly... |
Kindle's kiss (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +10% light +10% cold Melee Ret 6 light ----- def ----- Armour +3 Fatigue +5% Resists +20% light +20% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ragydradil the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Str +2 Wil +3 Cun +1 Con dps ---------- Dmg.mod +11% fire ----- def ----- Defense +1 (+0 eff.) Resists +16% fire A pointy cloth hat, very wizardly... |
linen wizard hat 'Stormpain' (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +6% nature Res.pen +5% lightning +20% fire +20% nature Melee Ret 4 lightning ----- def ----- Defense +1 (+0 eff.) Resists +12% lightning Spell.save +6 (+6 eff.) A pointy cloth hat, very wizardly... |
7 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. |
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. |
3 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. |
4 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. |
woodsman's iron pickaxe (dig speed 39 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 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. |
Glilrawen2.0 T1 lite [Rare] Master While equipped: ----- def ----- Defense +5 (+2 eff.) Resists +9% light +3% nature Spell.save +3 (+3 eff.) Silence- +10% ---------- misc Light +6 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 'Eilinubreta'2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Dex +3 Wil +3 Con dps ---------- Dmg.mod +6% mind ----- def ----- Resists +6% cold Crit.dmg- 5.00% ---------- 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. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+2 eff.) Mind.pwr +3 (+2 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Psionic Pull: Level 3.0 Pwr.cost 15 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 42 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
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. |
3 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 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. |
3 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 Vengeance the Halfling Rogue level 15
55th Haze 122nd year of Ascendancy at 07:39 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Vengeance the Halfling Rogue level 10
7th Mirth 122nd year of Ascendancy at 01:10 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Vengeance the Halfling Rogue level 7
78th Pyre 122nd year of Ascendancy at 02:10 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Vengeance the Halfling Rogue level 11
8th Dusk 122nd year of Ascendancy at 05:21 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Vengeance the Halfling Rogue level 15
41st Haze 122nd year of Ascendancy at 19:52 see stats
Log
Fire wyrm receives 3 healing from Vengeance.
Fire wyrm's devouring flames area effect hits Vengeance for 29 fire damage.
Vengeance is confused and fails to use Infusion: Regeneration.
Vengeance seems more focused.
Burning from Fire wyrm hits Vengeance for 47 fire damage.
Fire wyrm's devouring flames area effect drains life from Vengeance!
Fire wyrm receives 3 healing from Vengeance.
Fire wyrm's devouring flames area effect hits Vengeance for 29 fire damage.
Vengeance evades Fire wyrm.
Vengeance uses Infusion: Regeneration.
Vengeance starts regenerating health quickly.
Fire drake breathes fire!
Fire wyrm is on fire!
Fire drake hits Vengeance for 94 fire damage.
Fire drake hits Fire wyrm for 0 fire damage.
Burning from Fire wyrm hits Vengeance for 71 fire damage.
Fire wyrm's devouring flames area effect drains life from Vengeance!
Fire wyrm receives 3 healing from Vengeance.
Fire wyrm's devouring flames area effect hits Vengeance for 29 fire damage.
Vengeance evades Fire wyrm.
Burning from Fire drake hits Fire wyrm for 0 fire damage.
Vengeance uses Venomous Strike.
Vengeance performs a melee critical strike against Fire wyrm!
Fire wyrm's armor corrodes!
Fire wyrm is crippled.
Fire wyrm is poisoned!
Vengeance performs a melee critical strike against Fire wyrm!
Fire wyrm is weakened by the darkness!































































































