











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! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Shadowblade |
| Level / Exp | 15 / 60% |
| Size | medium |
| Lifes / Deaths | Killed by Gloremira the elven guard at level 15 on the 1st Time of Equilibrium 122nd year of Ascendancy at 21:54 / 1 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 40 (base 35) |
| Constitution | 23 (base 10) |
| Magic | 20 (base 18) |
| Willpower | 17 (base 10) |
| Cunning | 38 (base 31) |
Resources
| Life | -211/428 |
| Mana | 102/219 |
| Stamina | 24/160 |
| Healing Factor | 1.1099022211821 |
| Regeneration | 0.27747555529553 |
Speed
| Mental | +3.619327060278E-12% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | +3.619327060278E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 29.641450861482 |
| See Invisible | 29.641450861482 |
Offense: Mainhand
| Damage | 36 |
| Accuracy | 44 |
| Crit Chance | 31% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 19 |
| Accuracy | 44 |
| Crit Chance | 30% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 9% |
| Speed | 0.99999999999996 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +6% |
| Acid | +4% |
Offense: Damage Penetration
| Fire | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 9 (35.65183292883%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 15 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Fire | + 14%( 70%) |
| Physical | + 5%( 70%) |
| Cold | + 13%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Disarm Resistance | 21% |
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 31% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 145 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| 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 200 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 106 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 93.18 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution 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 462% 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 Willpower stat. |
Class Talents
| Technique / Duelist | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Phantasm | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 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 failed to protect the injured seer from death by war hound. Escort: injured seer (level 3 of Trollmire) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Foresight (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * '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.' * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed chunk of ghoul flesh. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed red crystal shard. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | 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 within15 lumberjacks have died. | done |
Equipment
| On feet | Barkflash (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Cun +3 Dex offense ------ On-Hit (Melee): * 10% chance to slow global speed by 48% defense ------ Armor +1 Fatigue -5% Physical save +5 (+3 eff.) other ------- Encumbrance +21 A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- 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 | Islylraba the Winterbone (11 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Con offense ------ Ignore Armor +1 defense ------ Defense +11 (+4 eff.) Resistance +5% fire +10% cold Physical save +6 (+3 eff.) Unlife -80.00 life A pointy cloth hat, very wizardly... |
| On hands | Dazzlevengeance the rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +1 Cun +3 Con offense ------ On-Hit 6 acid Damage +4% acid +3% mind defense ------ Armor +1 Resistance +6% acid other ------- Light +1 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 | Gorarim [power 122] (20/13 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: defense ------ Defense +5 (+2 eff.) Spell save +3 (+3 eff.) Life +60.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (122 total damage) Puts all charms on 13 turn 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. |
| On fingers | titan's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Life +21.00 Disarm Resist +21% Pinning Resist +22% Knockbk Resist +21% Rings make your fingers look great! |
| On fingers | Siloldamina0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +5 Wil +5 Cun +3 Con offense ------ Physical Power +7 (+3 eff.) Spellpower +6 (+3 eff.) Mindpower +20 (+9 eff.) Damage +3% mind When Hit 4 mind defense ------ Physical save +6 (+3 eff.) Rings make your fingers look great! |
| Around neck | copper amulet of magic (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets make your neck look great! |
| In main hand | acidic steel dagger of evisceration (107% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 107% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Crit: * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 75 damage over 5 turns and reducing armor and accuracy by 10 While equipped: offense ------ Physical Crit +8.0% Physical Power +5 (+2 eff.) Sharp, short and deadly. |
| Around waist | Fulovon the Brightsnake1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +2 Dex +1 Con offense ------ Ignore resists +15% fire defense ------ Armor +5 Resistance +6% fire other ------- Light +2 Create a temporary shield that absorbs 185 damage Puts all charms on 26 turn cooldown A belt that goes around your waist. |
| In off hand | plaguebringer's iron dagger of crippling (100% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego++] Arcane/Master Weapon Damage 100% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +5 blight On Hit: 20% Epidemic 1 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 16 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% defense ------ Disease Resist +10% Sharp, short and deadly. |
| Cloak | regal linen cloak of Iron Throne (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master/Psionic While equipped: Stats +2 Str +2 Wil +2 Con defense ------ Defense +1 (+0 eff.) Mind 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. |
| Main armor | Eilineremina (3 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Nature While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +2% physical Life +21.00 Knockbk Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A suit of armour made of leather. |
Inventory
movement infusion of the duelist (speed 663%; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 663% 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. Press to compare to your current inscriptions |
copper amulet0.1 Encumbrance T1 amulet jewelry [Normal] Amulets make your neck look great! |
ash magestaff 'Sleetrazor' (111% power, 3 apr, cold element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +15 (+7 eff.) Damage +3% darkness +18% cold Ignore resists +5% darkness defense ------ Resistance +9% cold other ------- Mana/turn +0.49 Max mana +75.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
shimmering ash magestaff of fate (111% power, 3 apr, cold element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +6 (+3 eff.) Damage +15% cold defense ------ Physical save +6 (+3 eff.) Spell save +6 (+5 eff.) Mind save +8 (+4 eff.) other ------- Mana/turn +0.14 Max mana +41.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced iron battleaxe of dampening (107% power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Disrupt/Master Weapon Damage 107% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +9 (+3 eff.) Resistance +12% acid +12% lightning +12% cold +12% fire +5% all Spell save +9 (+7 eff.) Disarm Resist +29% Massive two-handed battleaxes. |
iron battleaxe of phasing (111% power, 8 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Arcane Weapon Damage 111% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +4.5% Attack Speed 100% Ignore Shields +14% Massive two-handed battleaxes. |
Bill's Tree Trunk (136% power, 7 apr)5.0 Encumbrance T1 greatmaul 2H weapon Reqs Str 25 [Unique] Master Weapon Damage 137% Range: 1.0x-1.7x Uses 130% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: Shattering Blow: Effective talent level: 2.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 13 Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
iron greatmaul of amnesia (119% power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Ego+] Psionic Weapon Damage 120% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Massive two-handed mauls. |
acidic iron greatsword (111% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego] Arcane Weapon Damage 111% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On Crit: * Splash the target with acid dealing 75 damage over 5 turns and reducing armor and accuracy by 10 Massive two-handed swords. |
mighty elm longbow of cold4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-ranged-hit +9 cold While equipped: Stats +2 Str offense ------ Physical Power +8 (+3 eff.) Damage +12% cold Longbows are used to shoot arrows at your foes. |
mighty ash longbow of acid4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +8 acid While equipped: Stats +3 Str offense ------ Physical Power +9 (+4 eff.) Damage +15% acid Longbows are used to shoot arrows at your foes. |
mighty rough leather sling of acid4.0 Encumbrance T1 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 On-ranged-hit +7 acid While equipped: Stats +2 Str offense ------ Physical Power +5 (+2 eff.) Damage +10% acid Slings are used to hurl stones or metal shots at your foes. |
self-loading quiver of ash arrows of crippling (13/13, 125% power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego+] Arcane/Master Weapon Damage 125% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +9.5% Capacity 13 Auto Reload 3 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
focusing woollen robe of light (+18%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Damage +12% light defense ------ Resistance +18% light +9% all other ------- Mana/turn +0.14 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spinal Cage (5 def, 8 armour)9.0 Encumbrance T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex defense ------ Armor +8 Defense +5 (+2 eff.) Fatigue +3% Resistance +15% physical Bone Grab: Effective talent level: 2.0 Power cost 17 out of 30/30. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 32.66 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +1 A pair of boots made of leather. |
pair of rough leather boots 'Foghunter' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Str offense ------ Spellpower +4 (+2 eff.) Damage +3% physical Ignore resists +5% darkness Ignore Armor +4 defense ------ Armor +1 Resistance +3% darkness +1% physical A pair of boots made of leather. |
Ebonyblast (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Wil offense ------ Spell Crit +2% Spellpower +15 (+7 eff.) Damage +6% blight Ignore resists +5% darkness +5% arcane defense ------ Armor +3 Fatigue -3% Physical save +5 (+3 eff.) other ------- Encumbrance +21 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 'Tempestwrack' (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 5 nature Damage +12% lightning +4% nature +3% arcane When Hit 4 arcane defense ------ Armor +1 Resistance +6% lightning +6% nature +5% arcane 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. |
Dazzleweeper (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Cun offense ------ Damage +3% light defense ------ Defense +1 (+0 eff.) Resistance +6% blight +5% arcane +6% light Mind save +5 (+2 eff.) Unlife -20.00 life A pointy cloth hat, very wizardly... |
Skybreacher the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +12% lightning +6% fire When Hit 2 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 18% defense ------ Armor +1 Fatigue +1% Resistance +9% lightning +6% temporal A cap made of leather. |
miner's iron pickaxe (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Nel from the Shadow the Cornac Shadowblade level 10
10th Flare 122nd year of Ascendancy at 11:49 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Nel from the Shadow the Cornac Shadowblade level 10
10th Flare 122nd year of Ascendancy at 11:48 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Nel from the Shadow the Cornac Shadowblade level 9
2nd Flare 122nd year of Ascendancy at 02:00 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Nel from the Shadow the Cornac Shadowblade level 10
14th Dusk 122nd year of Ascendancy at 09:25 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Nel from the Shadow the Cornac Shadowblade level 10
60th Dusk 122nd year of Ascendancy at 19:44 see stats
Log
Burning Shock from Gloremira the elven guard hits Nel from the Shadow for 8 fire damage.
Burning from Gloremira the elven guard hits Nel from the Shadow for 9 fire damage.
Gloremira the elven guard returns to normal.
Nel from the Shadow activates Stealth.
Nel from the Shadow slows down.
Nel from the Shadow is no longer focused on penetrating defenses.
Burning Shock from Gloremira the elven guard hits Nel from the Shadow for 9 fire damage.
Burning from Gloremira the elven guard hits Nel from the Shadow for 10 fire damage.
Nel from the Shadow is not crippled anymore.
Nel from the Shadow is not stunned anymore.
Burning from Gloremira the elven guard hits Nel from the Shadow for 10 fire damage.
Gloremira the elven guard is not stunned anymore.
Nel from the Shadow stops burning.
Talent Illuminate is ready to use.
Nel from the Shadow uses Disengage.
Nel from the Shadow deactivates Stealth.
Nel from the Shadow is moving at extreme speed!
Gloremira the elven guard casts Detonating Charge.
Nel from the Shadow reacts to an attack from Gloremira the elven guard, mitigating the blow!.
Phantasmal Shield hits Gloremira the elven guard for 49 light damage.
Melee retaliation hits Gloremira the elven guard for 4 mind, 4 mind (8 total damage).
Gloremira the elven guard receives 38 healing from Blood Splash.
Gloremira the elven guard hits Nel from the Shadow for (21 reacted , -4 stam), 77 physical, (9 parried) (77 total damage).
Nel from the Shadow the level 15 cornac shadowblade was struck to death by Gloremira the elven guard on level 3 of Rhaloren Camp.
Gloremira the elven guard's weapon glows with critical power!




















































































