











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official Expansion!Items Vault 1.6.0Donators/Buyers bonus! Better Item Description 1.6.6This 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 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!Forbidden Cults 1.6.7Official 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 | Male |
| Race | Cornac |
| Class | Marauder |
| Level / Exp | 19 / 42% |
| Size | medium |
| Lifes / Deaths | Killed by Xanalemina the copperhead snake at level 19 on the 79th Dusk 122nd year of Ascendancy at 18:20 / 1 |
Primary Stats
| Strength | 35 (base 35) |
| Dexterity | 56 (base 47) |
| Constitution | 5 (base 10) |
| Magic | 15 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 34 (base 14) |
Resources
| Life | -29/345 |
| Stamina | 0/109 |
| Healing Factor | 1.1071428571429 |
| Regeneration | 116.76758333703 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +30% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 8 |
| See Stealth | 50.059075390138 |
| See Invisible | 56.059075390138 |
Offense: Mainhand
| Damage | 67 |
| Accuracy | 50 |
| Crit Chance | 31% |
| APR | 42 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 45 |
| Accuracy | 50 |
| Crit Chance | 28% |
| APR | 32 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +19% |
| Light | +10% |
| Blight | +5% |
| Arcane | +12% |
| Nature | +9% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Temporal | +5% |
| Lightning | +15% |
| Mind | +10% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 23 (69.309173272933%) |
| Defense | 58 |
| Ranged Defense | 58 |
| Fatigue | 0 |
| Physical Save | 40 |
| Spell Save | 22 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Blight | + 38%( 70%) |
| Arcane | + 23%( 70%) |
| Cold | + 30%( 70%) |
| All | + 19%( 70%) |
| Darkness | + 35%( 70%) |
| Light | + 43%( 70%) |
| Physical | + 29%( 70%) |
| Lightning | + 26%( 70%) |
| Fire | + 27%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Stun Resistance | 65% |
| Confusion Resistance | 67% |
| Teleport Resistance | 20% |
| Disarm Resistance | 71% |
| Instadeath Resistance | 100% |
| Silence Resistance | 22% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 525% 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: WildUse mode: Activated Range: melee/personal Cooldown: 18 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: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 401 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 296 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Duelist | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Throwing knives | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| Cunning / Survival | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Quickdraw |
| talent | Precise Strikes |
| talent | Trained Reactions |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| beneficial effect | Has 6 throwing knives prepared: 6 KnivesRange: 4 Net Damage: 55 - 77 Accuracy: 66 (knife) APR: 24 Crit Chance: +21% Crit mult: 185% Uses Stats: 50% Str, 70% Dex |
| beneficial effect | Parrying melee and ranged attacks: Has a 57% chance to deflect up to 18 damage from the next 2.4 attack(s). Parried attacks cannot crit. Parrying |
| beneficial effect | A flow of life spins around the target, regenerating 80.28 life per turn. Regeneration |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 14 and doing 14.50 blight damage per turn. Decrepitude Disease |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| detrimental effect | The target is poisoned, taking 46.54 nature damage per turn. Poison |
| beneficial effect | The target has 17 increased life regeneration. Recovery |
| detrimental effect | The target is infected by a disease, reducing its constitution by 14 and doing 14.50 blight damage per turn. Rotting Disease |
| beneficial effect | The target ignores pain, reducing all damage taken by 19%. Pain Suppression |
| beneficial effect | The target has 31% chance to evade melee and ranged attacks and gains 15 defense. Evasion |
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 lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved talent Disarm (+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 Possessed. | 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 within4 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 | Ce'Nessra the Chargedream (0 def, 3 armour)3.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% arcane Res.pen +5% mind Melee Ret 6 lightning ----- def ----- Armour +3 Fatigue +2% Resists +5% arcane Silence- +22% Confus- +23% Stun/Frz- +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(69 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Dourwend (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Crit.mult +20.00% Mind.pwr +10 (+5 eff.) Res.pen +10% darkness +5% mind On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Armour +3 Fatigue +5% Resists +5% blight Mind.save +7 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Adimira (0 def, 1 armour)1.5 T1 hands armor [Rare] Psionic While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +9% blight Phys.save +12 (+4 eff.) Mind.save +6 (+3 eff.) Max.HP +20.00 HP.reg +4.00 Heal.mod +5% Disarm- +21% Unarmed combat: Power 12.5 - 17.5 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +7 Apr +3 Crit +2.0% Atk.spd 83% On Hit: 10% Perfect Control 1 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +6 (+3 eff.) Rings can have magical properties. |
| On fingers | rogue's copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Resists +20% darkness Rings can have magical properties. |
| Around neck | Hatir the Sootslice0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +4 Wil +4 Cun +7 Con dps ---------- Mov.spd +10% Dmg.mod +9% darkness Melee Ret 4 darkness ----- def ----- Fatigue -6% Resists +6% physical HP.reg +1.00 ---------- misc Stam/turn +0.70 Amulets can have magical properties. |
| In main hand | Swordbreaker (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+4 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Around waist | Offalrend the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +9% nature Res.pen +10% nature +5% temporal On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Resists +3% nature Phys.save +7 (+3 eff.) ---------- misc See.Invis +6 A belt that goes around your waist. |
| In off hand | Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
| Cloak | Wildpall (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Dex +3 Wil +2 Con dps ---------- Res.pen +15% lightning +5% nature ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +13% cold Crit.dmg- 5.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Aduna (15 def, 10 armour)9.0 T3 light armor [Random Unique] Master While equipped: Stats +8 Dex +5 Cun dps ---------- Mov.spd +20% ----- def ----- Armour +10 Defense +15 (+4 eff.) Fatigue +8% Resists +9% lightning +6% physical +9% acid Phys.save +14 (+5 eff.) Teleport- +20% A suit of armour made of leather. |
Inventory
regeneration infusion of the duelist (heal 258; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 258 life over 5 turns. 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. |
regeneration infusion of the wizard (heal 148; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 148 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 20%; physical; dur 2; cd 10)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the warrior (res 23%; mental; dur 3; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
stabilizing steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +14% temporal Pinning- +21% Knockbk- +22% Amulets can have magical properties. |
mule's copper ring of arcana (+0.10/turn)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -4% Silence- +22% ---------- misc Max.enc +21 Mana/turn +0.10 Rings can have magical properties. |
chilling steel dagger of daylight (12.5-16.25 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 12.5 - 16.3 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 light +8 cold Against +8% Undead Sharp, short and deadly. |
iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 10.0 - 13.0 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger (9.5-12.35 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 9.5 - 12.4 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger of daylight (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 10.0 - 13.0 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 light Against +10% Undead Sharp, short and deadly. |
iron dagger of massacre (15-19.5 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 15.0 - 19.5 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger of massacre (16-20.8 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 16.0 - 20.8 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
steel dagger 'Issaldil' (13-16.9 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 13.0 - 16.9 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Phasing +10% Melee+ +5 blight On Hit.r1 +6 fire On Hit: 20% Epidemic 2 On Hit: * 5% chance to reduce strength, dexterity, and constitution by 12 On Crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +7 (+2 eff.) Dmg.mod +3% temporal ----- def ----- Disease- +11% Def/telep +5 Res/telep +5% Dur/telep +5% Sharp, short and deadly. |
hateful steel greatmaul of massacre (39.5-59.25 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Master/Psionic Power 39.5 - 59.3 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +9 darkness Against +12% Living Massive two-handed mauls. |
Plaguerigor the steel greatsword (35.5-56.8 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Master Power 35.5 - 56.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 20% chance to slow global speed by 48% While equipped: dps ---------- Res.pen +10% fire On Hit (Melee): * 20% chance to slow global speed by 48% * 20% chance to reduce all saves and defense by 22 Massive two-handed swords. |
Pitchwither4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Nature Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +16 darkness On Crit.r2 +30 fire While equipped: dps ---------- All.spd +4% Dmg.mod +6% darkness Res.pen +5% darkness +17% fire On Hit (Ranged): * 10% chance to slow global speed by 48% * 20% chance to reduce damage dealt by 18% ----- def ----- Resists +9% nature Longbows are used to shoot arrows at your foes. |
Poriwyn1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Mag +1 Wil dps ---------- Melee Ret 6 mind 4 arcane ----- def ----- Crit.dmg- 15.00% HP.reg +0.60 Heal.mod +14% A belt that goes around your waist. |
rough leather belt1.0 T1 belt armor [Normal] A belt that goes around your waist. |
rough leather belt 'Mayysewe'1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Str +4 Dex +4 Cun +6 Lck ----- def ----- Resists +6% blight +9% cold +12% light Stealth +6 Silence- +10% ---------- misc T.Disarm +7 Infravis +4 A belt that goes around your waist. |
rough leather belt of unlife =Water=1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Islilera (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+1 eff.) Resists +3% darkness Disease- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Xerugana' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +6% physical ----- def ----- Defense +1 (+1 eff.) Resists +3% lightning Spell.save +12 (+6 eff.) Die.at -60.00 life Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal kruk cloak (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +5 (+3 eff.) A stylish kruk-style cloak, to look awesome. |
resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) ----- def ----- Resists +6% blight +9% all Mind.save +15 (+8 eff.) Max.HP +41.00 HP.reg +2.10 Heal.mod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots 'Mardilach' (0 def, 5 armour)3.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +5 Fatigue +2% Resists +3% blight +6% acid Pinning- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Murkpiercer' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +1 Resists +6% lightning +9% temporal +12% darkness A pair of boots made of leather. |
Grinosta (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: ----- def ----- Armour +1 Resists +3% darkness Crit.dmg- 5.00% Die.at -20.00 life HP.reg +3.00 Cut- +10% Teleport- +20% ---------- misc Stam/turn +0.60 Max.stam +12.00 Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Nightmare 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eclipsecrack the iron helm (0 def, 3 armour) =water=3.0 T1 head armor [Rare] Nature While equipped: dps ---------- Mind.pwr +20 (+9 eff.) Dmg.mod +3% fire On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Armour +3 Fatigue +5% Resists +3% darkness +6% cold ---------- misc Equi/ret +0.08 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xerurima (0 def, 5 armour)3.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Phys.crit +2.0% Melee Ret 6 arcane ----- def ----- Armour +5 Fatigue +5% Resists +12% mind +3% acid Mind.save +11 (+6 eff.) Die.at -20.00 life Confus- +20% ---------- misc Stam/turn +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm (0 def, 3 armour)3.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of the depths (0 def, 3 armour) =water=3.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Islybeth (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: Stats +2 Wil +4 Mag ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +5% physical Phys.save +12 (+4 eff.) Spell.save +9 (+4 eff.) ---------- misc Vim/s.crit +1.00 A suit of armour made of leather. |
cleansing reinforced leather armour (12 def, 7 armour)9.0 T4 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +11% nature +13% blight A suit of armour made of leather. |
9 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
164 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. |
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. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% 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 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Obsidiantrencher the brass lantern2.0 T1 lite [Rare] Disrupt While equipped: dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +6% darkness Acc +15 (+5 eff.) ----- def ----- Armour +4 Resists +3% cold +3% all Phys.save +9 (+3 eff.) Spell.save +6 (+3 eff.) ---------- 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. |
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 60.08 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 60.08 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Armylaran'2.0 T1 lite [Rare] Arcane While equipped: Stats +2 Cun dps ---------- Mind.crit +1% Melee Ret 13 fire ----- def ----- Armour +6 Resists +9% lightning +6% fire +3% temporal Die.at -40.00 life ---------- 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. |
survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Max.HP +40.00 Heal.mod +11% ---------- 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. |
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 82.83 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] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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. |
10 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. |
4 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. |
10 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 (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Incision Ascension Asceti the Cornac Marauder level 11
5th Flare 122nd year of Ascendancy at 06:10 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Incision Ascension Asceti the Cornac Marauder level 10
4th Mirth 122nd year of Ascendancy at 18:19 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Incision Ascension Asceti the Cornac Marauder level 18
48th Dusk 122nd year of Ascendancy at 09:29 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Incision Ascension Asceti the Cornac Marauder level 10
5th Mirth 122nd year of Ascendancy at 16:20 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Incision Ascension Asceti the Cornac Marauder level 10
7th Mirth 122nd year of Ascendancy at 05:06 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Incision Ascension Asceti the Cornac Marauder level 15
20th Dusk 122nd year of Ascendancy at 10:36 see stats
Log
Xanalemina the copperhead snake misses Incision Ascension Asceti.
Ritch flamespitter spits flames!
Incision Ascension Asceti reacts to damage from Ritch flamespitter, mitigating the blow!.
Ritch flamespitter hits Incision Ascension Asceti for (19 reacted , -5 stam), 47 fire (47 total damage).
Talent Dual Strike is ready to use.
Decrepitude Disease from Ritch flamespitter hits Incision Ascension Asceti for 9 blight damage.
Rotting Disease from Ritch flamespitter hits Incision Ascension Asceti for 9 blight damage.
Xanalemina the copperhead snake summons a Ritch Flamespitter!
Incision Ascension Asceti uses Infusion: Regeneration.
Incision Ascension Asceti starts regenerating health quickly.
Xanalemina the copperhead snake's ability to fight has recovered.
Giant venus flytrap uses Spit Poison.
Incision Ascension Asceti is poisoned!
Giant venus flytrap hits Incision Ascension Asceti for 37 nature damage.
Xanalemina the copperhead snake uses Shattering Shout.
Incision Ascension Asceti reacts to damage from Xanalemina the copperhead snake, mitigating the blow!.
Xanalemina the copperhead snake hits Incision Ascension Asceti for (42 reacted , -5 stam), 102 physical (102 total damage).
Incision Ascension Asceti the level 19 cornac marauder was smashed to death by Xanalemina the copperhead snake on level 2 of Old Forest.
Incision Ascension Asceti stops regenerating health quickly.
Incision Ascension Asceti feels pain again.
Incision Ascension Asceti is no longer evading attacks.
Incision Ascension Asceti deactivates Trained Reactions.
Incision Ascension Asceti seems more focused.
Incision Ascension Asceti stops being poisoned.
Incision Ascension Asceti deactivates Precise Strikes.
Incision Ascension Asceti is free from the decrepitude disease.
Incision Ascension Asceti has finished recovering.
Incision Ascension Asceti deactivates Quickdraw.
Incision Ascension Asceti is free from the rotting disease.
























































































