










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Reaver |
| Level / Exp | 17 / 51% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 39 (base 35) |
| Dexterity | 11 (base 11) |
| Constitution | 16 (base 10) |
| Magic | 51 (base 44) |
| Willpower | 16 (base 10) |
| Cunning | 15 (base 10) |
Resources
| Life | 394/401 |
| Vim | 136/136 |
| Healing Factor | 1.1583870967742 |
| Regeneration | 1.6796612903226 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 2 |
| See Invisible | 3 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major, humanoid/orc |
Offense: Mainhand
| Damage | 59 |
| Accuracy | 43 |
| Crit Chance | 5% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 32 |
| Accuracy | 43 |
| Crit Chance | 4% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +6% |
| Arcane | +4% |
Offense: Damage Penetration
| Fire | +5% |
| Arcane | +20% |
Defense: Base
| Armour (hardiness) | 60.511077022655 (88.454810495627%) |
| Defense | 5 |
| Ranged Defense | 5 |
| Fatigue | 29 |
| Physical Save | 25 |
| Spell Save | 24 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 27%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 12%( 70%) |
| All | 0%( 70%) |
| Darkness | + 15%( 70%) |
| Light | + 16%( 70%) |
| Temporal | + 23%( 70%) |
| Fire | + 12%( 70%) |
| Mind | + 6%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Confusion Resistance | 23% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 23% |
| Poison Resistance | 20% |
| Knockback Resistance | 22% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 114 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 57 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 431% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Rot | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Corruption / Plague | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Corruption / Torment | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Infestation |
| talent | Ruin |
| talent | Willful Tormenter |
| talent | Bone Shield |
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 |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You failed to protect the lost sun paladin from death by midge swarm. Escort: lost sun paladin (level 1 of Old Forest) | failed |
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 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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | wanderer's pair of hardened leather boots of speed (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +2 Con dps ---------- Mov.spd +20% ----- def ----- Armour +3 Fatigue +3% Phys.save +12 (+6 eff.) Mind.save +12 (+6 eff.) A pair of boots made of leather. |
| Light source | 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 88.69 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 88.69 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | Silemira the dwarven-steel helm (0 def, 13 armour)3.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +3 Wil +4 Con dps ---------- Acc +2 (+1 eff.) ----- def ----- Armour +13 Fatigue +4% Resists +13% light +15% darkness ---------- misc Infravis +2 See.Invis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | dwarven-steel torque of kinetic psionic shield [power 63] (20 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 63 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | wizard's copper ring of clarity0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Mind.save +5 (+3 eff.) Confus- +23% Rings can have magical properties. |
| On fingers | warrior's steel ring of blinding strikes0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Str dps ---------- Melee+ 24 light Ranged+ 21 light On Hit (Melee): * 12% chance to blind On Hit (Ranged): * 10% chance to blind ----- def ----- Armour +8 Rings can have magical properties. |
| Around neck | stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% temporal Pinning- +23% Knockbk- +22% Amulets can have magical properties. |
| In main hand | dwarven-steel longsword of paradox (22.5-31.5 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane Power 22.5 - 31.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +7 temporal While equipped: dps ---------- Melee Ret 7 temporal ----- def ----- Resists +9% temporal Sharp, long, and deadly. |
| Around waist | Hellswreck the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire Res.pen +20% arcane +5% fire ----- def ----- Resists +5% arcane +12% fire HP.reg +0.80 Heal.mod +11% A belt that goes around your waist. |
| In off hand | thought-forged steel longsword of massacre (22-30.8 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master/Psionic Power 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 mind On Hit: * 11% chance to cause random gloom While equipped: Stats +3 Cun +1 Wil Sharp, long, and deadly. |
| Cloak | linen cloak 'Uragarek' (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +3% blight +12% cold +3% light +3% temporal Mind.save +3 (+2 eff.) Poison- +20% ---------- misc Telepathy Demon/Minor Demon/Major A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel plate armour 'Falyduzilavon' (4 def, 15 armour)17.0 T2 massive armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Melee Ret 8 mind ----- def ----- Armour +15 Defense +4 (+4 eff.) Fatigue +22% Resists +6% mind Mind.save +13 (+7 eff.) HP.reg +0.40 ---------- misc Max.psi +20.00 Telepathy Humanoid/Orc A suit of armour made of metal plates. |
Inventory
insidious poison infusion of the titan (18 nature damage, 30% healing reduction)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 18.43 nature damage per turn for 7 turns, and reducing the target's healing received by 30%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
biting gale rune of the warrior (91 cold damage; freeze 3 turns with power 42)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 90.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 42 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 237 for 4 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 237 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 78)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 78 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets can have magical properties. |
insulating copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +11% fire +11% cold Amulets can have magical properties. |
restful steel amulet of manastreaming =mana=0.1 T2 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Mana/turn +0.16 Max.mana +21.00 Amulets can have magical properties. |
starlit steel amulet of cunning (+3) =CUN=0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +11% light +10% darkness Blind- +25% Amulets can have magical properties. |
copper ring of arcana(+0.12/turn) =mana=0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +20% ---------- misc Mana/turn +0.12 Rings can have magical properties. |
copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings can have magical properties. |
copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +21% ---------- misc Infravis +4 See.Stealth +5 See.Invis +6 Rings can have magical properties. |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +20 Rings can have magical properties. |
mule's copper ring of light (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Fatigue -5% Resists +22% light ---------- misc Max.enc +20 Rings can have magical properties. |
titan's steel ring0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings can have magical properties. |
wizard's copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +6 (+4 eff.) ----- def ----- Spell.save +4 (+2 eff.) Rings can have magical properties. |
balanced dwarven-steel longsword (21-29.4 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Master Power 21.0 - 29.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +7 (+7 eff.) Disarm- +20% Sharp, long, and deadly. |
iron mace of massacre (18.5-25.9 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Master Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
Anildil the iron waraxe (11.5-16.1 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Arcane Power 11.5 - 16.1 Arcane Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 cold On Hit.r1 +8 mind While equipped: Stats +1 Cun ---------- misc Equi/ret +0.12 Max.hate +8.00 One-handed war axes. |
dwarven-steel waraxe (19-26.6 power, 4 apr)3.0 T3 waraxe 1H weapon [Normal] Power 19.0 - 26.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
iron waraxe of daylight (11-15.4 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 light Against +6% Undead One-handed war axes. |
iron waraxe of erosion (11-15.4 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Nature Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 nature +5 temporal One-handed war axes. |
enveloping linen cloak of protection (7 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +7 (+7 eff.) Phys.save +5 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour)2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Defense +3 (+3 eff.) Rng.Def +3 (+3 eff.) Fatigue +1% Resists +5% lightning +6% temporal A pair of boots made of leather. |
undeterred pair of rough leather boots of evasion (11 def, 1 armour)2.0 T1 feet armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +1 Defense +11 (+11 eff.) Fatigue +1% Silence- +21% Confus- +21% Stun/Frz- +20% Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 16% chance to evade melee and ranged attacks and 5 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour) =CUN=1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+2 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
rough leather gloves 'Belagorin' (0 def, 1 armour) =CUN=1.0 T1 hands armor [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Crit.mult +10.00% Mind.pwr +8 (+5 eff.) Acc +6 (+2 eff.) ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Mind.save +5 (+3 eff.) Disarm- +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Erelevor the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +4 Wil dps ---------- Mind.pwr +6 (+4 eff.) Res.pen +10% mind Melee Ret 12 mind ----- def ----- Armour +3 Fatigue +5% ---------- misc Hate/m.crit +1.00 Max.hate +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gorirochik (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Res.pen +5% acid ----- def ----- Armour +3 Fatigue +5% Resists +6% nature +3% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron plate armour of clarity (3 def, 7 armour)17.0 T1 massive armor [Ego] Psionic While equipped: ----- def ----- Armour +7 Defense +3 (+3 eff.) Fatigue +20% Resists +6% mind Mind.save +10 (+5 eff.) A suit of armour made of metal plates. |
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. |
43 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns) =STR=3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (62 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 118.42 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
iron torque of psychoportation [power 21] (30 cooldown)2.0 T1 torque charm [Ego] Psionic Teleport randomly (rad 21) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
psionic iron torque of charged psionic shield [power 25] (20 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 25 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. |
steel torque of charged psionic shield [power 49] (20 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 49 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged elm totem of thorny skin [power 22] (24 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 22 and armour hardiness by 30% Puts all charms on 24 cooldown Natural totems are made by powerful wilders to store nature power. |
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. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Corville the Cornac Reaver level 11
5th Flare 122nd year of Ascendancy at 16:01 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Corville the Cornac Reaver level 10
10th Mirth 122nd year of Ascendancy at 22:49 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Corville the Cornac Reaver level 12
14th Dusk 122nd year of Ascendancy at 21:09 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Corville the Cornac Reaver level 11
10th Flare 122nd year of Ascendancy at 22:25 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Corville the Cornac Reaver level 9
7th Mirth 122nd year of Ascendancy at 06:29 see stats
Log
Wolf hits Corville for 2 physical damage.
Corville hits Wolf for 8 mind, 7 temporal (15 total damage).
Wolf loses sight!
Wolf resists the mind attack!
Wolf hits Corville for 7 healing, 7 healing (0 total damage) [13 healing].
Corville hits Wolf for 63 physical, 7 temporal, 24 light, 14 blight, 33 physical, 2 mind, 24 light, 14 blight (182 total damage).
Wolf hits Corville for 1 physical damage.
Corville hits Wolf for 8 mind, 7 temporal (15 total damage).
Corville killed Wolf!
Corville receives 7 healing from Fox.
Corville hits Fox for 82 physical, 7 temporal, 24 light, 14 blight, 35 physical, 5 mind, 24 light (191 total damage).
Corville killed Fox!
Talent Rend is ready to use.
Great wolf loses sight!
Great wolf hits Corville for 7 healing, 7 healing (0 total damage) [13 healing].
Corville hits Great wolf for 78 physical, 7 temporal, 24 light, 14 blight, 43 physical, 5 mind, 24 light, 14 blight (210 total damage).
Great wolf hits Corville for 2 physical damage.
Corville hits Great wolf for 8 mind, 7 temporal (15 total damage).
Talent Cyst Burst is ready to use.
Corville hits Great wolf for 58 physical damage.
Corville killed Great wolf!
Talent Drain is ready to use.
Corville deactivates Infestation.
Corville deactivates Bone Shield.
Corville deactivates Ruin.
Corville deactivates Willful Tormenter.





















































































