











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Possessor Bonus Class 1.6.6Donators/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 Embers of Rage 1.6.7Official 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 1.6.7Official 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 | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 21 / 95% |
| Size | big |
| Lifes / Deaths | Killed by Salatta the rattlesnake at level 21 on the 67th Dusk 122nd year of Ascendancy at 01:57 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 66 (base 12) |
| Dexterity | 44 (base 12) |
| Constitution | 59 (base 12) |
| Magic | 22 (base 12) |
| Willpower | 59 (base 37) |
| Cunning | 64 (base 50) |
Resources
| Hate | 100/100 |
| Equilibrium | 10 |
| Life | -62/726 |
| Steam | 100/100 |
| Psi | 130/139 |
| Healing Factor | 1.32096069869 |
| Regeneration | 2.9721615720525 |
Speed
| Mental | -25% |
| Attack | -25% |
| Movement | -50% |
| Spell | -25% |
| Global | +69.444444444444% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Barehand
| Damage | 93 |
| Accuracy | 45 |
| Crit Chance | 31% |
| APR | 9 |
| Speed | 1.33 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 17% |
| Speed | 1.3333333333333 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 19% |
| Speed | 1.3333333333333 |
Offense: Damage Bonus
| Acid | +3% |
| Physical | +9% |
| Lightning | +3% |
| Arcane | +3% |
| Cold | +18% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
| Physical | +10% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 16 (35.629139072848%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 35 |
| Mental Save | 47 |
Defense: Resistances
| Acid | -13%( 70%) |
| Blight | -6%( 70%) |
| Physical | -12%( 70%) |
| Cold | + 10%( 70%) |
| All | -20%( 70%) |
| Lightning | + 12%( 70%) |
| Light | -8%( 70%) |
| Mind | -6%( 70%) |
| Darkness | + 9%( 70%) |
| Fire | -13%( 70%) |
| Nature | -8%( 70%) |
Defense: Immunities
| Pinning Resistance | 50% |
| Bleed Resistance | 64% |
| Teleport Resistance | 10% |
| Instadeath Resistance | 100% |
| Stun Resistance | 21% |
| Poison Resistance | 100% |
| Blind Resistance | 86% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 492 life over 5 turns. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 158 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Pugilism | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Absorption | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Avoidance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Ooze | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.00 |
| 4/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Stalk |
| talent | Augmentation |
| talent | Kinetic Shield |
| talent | Automated Cloak Tessellation |
| talent | Thermal Shield |
| talent | Beyond the Flesh |
| talent | Mitosis |
| talent | Striking Stance |
| detrimental effect | Reduces global action speed by 44%. Slow |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| beneficial effect | The target is surrounded by a fell aura, granting 40% critical damage bonus but -20% to all resistances. Fell Aura |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 25%. Cripple |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
Quests
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 lost tinker from death by forest troll. Escort: lost tinker (level 2 of Trollmire) | 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 have explored the Maze and vanquished the Minotaur. * 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed giant spider spinneret. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed length of troll intestine. * You've found the needed warg claw. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within8 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
| Psionic focus | 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. |
| Light source | Glacierripper1.0 T3 lite [Rare] Nature While equipped: dps ---------- Mind.crit +2% Crit.mult +15.00% Dmg.mod +3% cold Res.pen +10% mind Melee Ret 2 mind ----- def ----- Max.HP +45.00 ---------- misc Equi/ret +0.04 Hate/m.crit +2.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | warlord's rough leather hat (0 def, 1 armour)2.0 T1 head armor [Ego+] Nature While equipped: Stats +4 Str +4 Wil dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +7% physical Phys.save +5 (+2 eff.) ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A hat made of leather. Very stylish. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Uryfast0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Mag +2 Con dps ---------- Dmg.mod +3% arcane Res.pen +5% blight ----- def ----- Spell.save +23 (+9 eff.) ---------- misc Mana/turn +0.04 Max.stam +10.00 Max.vim +20.00 Rings can have magical properties. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 7.90 cold and 7.30 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 16/60 This azure ring seems to be always moist to the touch. |
| Around waist | hardened leather belt 'Scaldzeal'1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Str +1 Dex +6 Con dps ---------- Phys.pwr +6 (+2 eff.) Melee Ret 4 fire ----- def ----- Resists +12% blight Phys.save +6 (+2 eff.) Max.HP +60.00 ---------- misc Max.stam +20.00 Size +1 A belt that goes around your waist. |
| Main armor | Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+5 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 21.76 to 65.27 lightning damage (43.52 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
| On feet | Velogaba the pair of iron boots (0 def, 5 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Armour +5 Fatigue +2% Resists +6% acid +12% mind Phys.save +11 (+4 eff.) Mind.save +21 (+7 eff.) Die.at -20.00 life Teleport- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | heroic dwarven-steel gauntlets of strength (+3) (0 def, 6 armour)1.5 T2 hands armor [Ego+] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Armour +6 Fatigue +3% Mind.save +7 (+2 eff.) Max.HP +48.00 Unarmed combat: Power 25.5 - 35.7 Physical Uses 32% Wil, 72% Cun Acc+ +0.2% base dam (max 20%) Acc +4 Apr +9 Crit +8.0% Atk.spd 100% On Hit: 10% Battle Shout 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Cloak | Chargespar the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Dmg.mod +3% lightning +9% physical Res.pen +10% physical ----- def ----- Defense +2 (+0 eff.) Resists +12% darkness +6% fire ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Isloyasetira the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +1 Str +3 Con dps ---------- Dmg.mod +3% acid ----- def ----- Fatigue -5% Resists +12% lightning +10% light +12% darkness Die.at -40.00 life HP.reg +2.00 Blind- +22% Stun/Frz- +21% Amulets can have magical properties. |
Inventory
healing infusion of the psychic (heal 158; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 158 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 615%; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 615% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Acid Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
grounding gold amulet of strength (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +13% lightning Stun/Frz- +20% Amulets can have magical properties. |
copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Rings can have magical properties. |
gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +9 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Xithra the Dazzlerage (32.5-48.75 power, 2 apr)3.0 T3 battleaxe 2H weapon [Random Unique] Arcane/Master Power 32.5 - 48.8 Physical Uses 96% Wil Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: 20% Curse of Impotence 3 While equipped: Stats +5 Str dps ---------- Mind.crit +3% Dmg.mod +12% physical Res.pen +10% all Acc +24 (+8 eff.) Apr +12 ----- def ----- Resists +3% light ---------- misc Equi/ret +0.12 Max.psi +20.00 Massive two-handed battleaxes. |
dwarven-steel dagger of projection (18.5-24.05 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Psionic Power 18.5 - 24.1 Physical Uses 36% Wil, 36% Cun Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, short and deadly. |
steel dagger of massacre (18-23.4 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 18.0 - 23.4 Physical Uses 36% Wil, 36% Cun Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
arcing steel greatsword (24.5-39.2 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 24.5 - 39.2 Physical Uses 96% Wil Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage Massive two-handed swords. |
Radianceransom the dwarven-steel longsword (33.5-46.9 power, 4 apr)3.0 T3 longsword 1H weapon [Random Unique] Master/Psionic Power 33.5 - 46.9 Physical Uses 80% Wil Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 darkness +8 mind Against +7% Living On Crit.r2 +12 light While equipped: Stats +3 Str dps ---------- Dmg.mod +8% physical Acc +10 (+3 eff.) ----- def ----- Resists +6% mind ---------- misc Light +3 Sharp, long, and deadly. |
arcing iron mace of erosion (11-15.4 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Arcane/Nature Power 11.0 - 15.4 Physical Uses 80% Wil Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +8 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage Blunt and deadly. |
dwarven-steel mace of the mystic (27-37.8 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane Power 27.0 - 37.8 Physical Uses 80% Wil Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.pwr +8 (+4 eff.) Blunt and deadly. |
creative thorny mindstar of clarity (7.5-8.25 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 7.5 - 8.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +3% Crit.mult +11.00% Mind.pwr +6 (+2 eff.) ----- def ----- Mind.save +5 (+1 eff.) ---------- misc Max.psi +18.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
harmonious thorny mindstar of sand (7.5-8.25 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego++] Nature Power 7.5 - 8.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 4 physical Dmg.mod +3% nature +4% physical Res.pen +2% nature +6% physical ----- def ----- Resists +3% nature +6% physical ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
fungal hardened leather sling4.0 T3 sling 1H weapon Reqs Shoot [Ego] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +2 Con ---------- misc Masteries +0.20 Wild-gift/Fungus Regenerate 80 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling4.0 T3 sling 1H weapon Reqs Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Slings are used to hurl stones or metal shots at your foes. |
yew magestaff of wizardry (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.crit +3% Spell.pwr +14 (+7 eff.) Dmg.mod +20% lightning ---------- misc Max.mana +36.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel steamsaw of crippling (24-36 power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego+] Master/Steamtech Power 24.0 - 36.0 Phys.bleed Uses 80% Wil Acc+ +0.3% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +44 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +7.0% ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
timebroken cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +5% arcane +5% temporal ----- def ----- Resists +11% all ---------- misc Max.mana +39.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Assassin's Surprise (0 def, 4 armour)1.5 T2 hands armor [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Unarmed combat: Power 21.0 - 29.4 Physical Uses 32% Wil, 72% Cun Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +10 crippling poison Fire a poisonous bolt out to range 6 that deals 7 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 21 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
dwarven-steel gauntlets of spellstriking (0 def, 2 armour)1.5 T2 hands armor [Ego+] Arcane While equipped: Stats +6 Mag +4 Wil dps ---------- Spell.pwr +6 (+3 eff.) Melee+ 7 arcane Dmg.mod +5% arcane ----- def ----- Armour +2 Fatigue +3% Resists +5% arcane Unarmed combat: Power 20.0 - 28.0 Physical Uses 32% Wil, 72% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +9 arcane On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
bladed hardened leather hat of strength (+7) (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +7 Str ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 79.3 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather hat 'Dazzlesever' (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light +3% nature ----- def ----- Armour +3 Fatigue +3% Resists +8% acid +12% light +6% fire +7% cold +7% lightning Stun/Frz- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A hat made of leather. Very stylish. |
cleansing cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +12% nature +11% blight A suit of armour made of leather. |
duelist's hardened leather armour of the deep (11 def, 12 armour)9.0 T3 light armor [Ego++] Nature/Master While equipped: Stats +3 Cun +5 Dex ----- def ----- Armour +12 Defense +11 (+3 eff.) Fatigue +8% Resists +6% acid +7% cold ---------- misc Breathe water A suit of armour made of leather. |
4 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. |
184 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 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Arthomas (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.crit +1.0% ----- def ----- Defense +5 (+1 eff.) Fatigue -5% Resists +9% mind ---------- misc Max.stam +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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. |
psychokinetic pouch of dwarven-steel shots of crippling (19/19, 31-37.2 power, 3 apr)3.0 T3 shot ammo [Ego++] Master/Psionic Power 31.0 - 37.2 Physical Uses 106% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +12.0% Capacity 19 Ranged+ +7 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 174 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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. |
4 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
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By carna andraxis the Cornac Adventurer level 19
56th Dusk 122nd year of Ascendancy at 15:20 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By carna andraxis the Cornac Adventurer level 8
9th Mirth 122nd year of Ascendancy at 03:16 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By carna andraxis the Cornac Adventurer level 10
5th Flare 122nd year of Ascendancy at 12:07 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By carna andraxis the Cornac Adventurer level 20
61st Dusk 122nd year of Ascendancy at 18:16 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By carna andraxis the Cornac Adventurer level 19
33rd Dusk 122nd year of Ascendancy at 20:58 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By carna andraxis the Cornac Adventurer level 7
78th Pyre 122nd year of Ascendancy at 06:32 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By carna andraxis the Cornac Adventurer level 17
24th Dusk 122nd year of Ascendancy at 10:35 see stats
Log
Greater Weapon Focus from Salatta the rattlesnake hits carna andraxis for (62 to psi shield), (52 flat reduction), 51 physical (51 total damage).
Melee retaliation hits Salatta the rattlesnake for 4 fire, 2 mind, 4 fire, 2 mind (13 total damage).
Xotira the thief uses Dual Strike.
Xotira the thief performs a melee critical strike against carna andraxis!
Carna andraxis is not dazed anymore.
Your hatred grows even as your life fades! (+4 hate)
Carna andraxis resists the vile poison!
Carna andraxis is stunned!
Xotira the thief performs a melee critical strike against carna andraxis!
Your hatred grows even as your life fades! (+4 hate)
carna andraxis shares damage with her oozes!
Xotira the thief hits carna andraxis for (45 to psi shield), (52 flat reduction), 47 physical, (3 to psi shield), (5 flat reduction), 0 physical, (62 to psi shield), (52 flat reduction), 77 physical, (3 to psi shield), (5 flat reduction), 0 physical (123 total damage).
Melee retaliation hits Xotira the thief for 3 fire, 1 mind, 1 fire, 1 mind (7 total damage).
Shadow hits carna andraxis for (12 to psi shield), (17 flat reduction), 0 physical (0 total damage).
Melee retaliation hits Shadow for 2 fire, 1 mind (3 total damage).
carna andraxis shares damage with her oozes!
Salatta the rattlesnake hits carna andraxis for (42 to psi shield), (52 flat reduction), 6 physical (6 total damage).
Melee retaliation hits Salatta the rattlesnake for 2 fire, 1 mind (3 total damage).
carna andraxis the level 21 cornac adventurer was ground to death by Salatta the rattlesnake on level 2 of The Maze.
Carna andraxis is not crippled anymore.
Carna andraxis deactivates Stalk.
Carna andraxis deactivates Thermal Shield.
Carna andraxis deactivates Augmentation.
Carna andraxis deactivates Striking Stance.
Carna andraxis tessellates her cloak!
Carna andraxis speeds up.
Carna andraxis is not stunned anymore.
Carna andraxis deactivates Mitosis.
Carna andraxis deactivates Kinetic Shield.
Carna andraxis deactivates Beyond the Flesh.






































































































