










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Air Archer 1.5.5 Items Vault 1.5.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Zephyr 1.5.5 Crusader Class 1.5.5 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:
magebow class v18 1.3.1Better Item Description 1.5.5This 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 1.5.0Official 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:
Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Higher |
| Class | Air Archer |
| Level / Exp | 20 / 17% |
| Size | medium |
| Lifes / Deaths | Killed by Vorutta the water imp at level 20 on the 5th Dusk 122nd year of Ascendancy at 21:54 / 1 |
Primary Stats
| Strength | 31 (base 10) |
| Dexterity | 68 (base 48) |
| Constitution | 36 (base 14) |
| Magic | 65 (base 48) |
| Willpower | 47 (base 18) |
| Cunning | 61 (base 48) |
Resources
| Life | -124/2264 |
| Mana | 233/933 |
| Stamina | 492/492 |
| Healing Factor | 1.6393203883495 |
| Regeneration | 8.1966019417476 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +86.95652173913% |
Vision
| Sight | 15 |
| Lite | 3 |
| Infravision | 6 |
| See Invisible | 10 |
| ESP Range | 15 |
| ESP Kinds | aquatic/critter |
Offense: Mainhand
| Damage | 99 |
| Accuracy | 76 |
| Crit Chance | 28% |
| APR | 10 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 54 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | -19% |
| Arcane | -18% |
| Cold | -19% |
| All | -29% |
| Lightning | -14% |
| Darkness | -20% |
| Physical | -12% |
| Mind | -13% |
| Fire | -39% |
| Nature | -19% |
Offense: Damage Penetration
| Physical | +18% |
| Acid | +15% |
Defense: Base
| Armour (hardiness) | -2.8333333333333 (100%) |
| Defense | 94 |
| Ranged Defense | 96 |
| Fatigue | 37.485492763246 |
| Physical Save | 48 |
| Spell Save | 52 |
| Mental Save | 40 |
Defense: Resistances
| Acid | -11%( 70%) |
| Blight | + 10%( 70%) |
| Arcane | + 4%( 70%) |
| Cold | + 6%( 70%) |
| All | -22%( 70%) |
| Lightning | + 1%( 70%) |
| Light | -13%( 70%) |
| Physical | + 1%( 70%) |
| Fire | -6%( 70%) |
| Nature | + 39%( 70%) |
Defense: Immunities
| Stun Resistance | 15% |
| Pinning Resistance | 54% |
| Knockback Resistance | 24% |
| Disarm Resistance | 90% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| 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 23% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| 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 325 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Meta | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Sniper | 2.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Storm archery | 2.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air archery | 2.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 2.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Spell / Storm | 2.20 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Munitions | 2.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Air | 2.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Generic Talents
| Spell / Swiftness | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Wild magic | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Race / Higher | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Aim |
| talent | Hurricane |
| talent | Venomous Ammunition |
| talent | Wild Constitution |
| talent | Blur Sight |
| talent | Thunderstorm |
| talent | Wild Defense |
| talent | Wild Power |
| talent | Phantasmal Shield |
| talent | Static Shield |
| talent | Wild Devastation |
| talent | Storm Sentinel |
| talent | Feather Wind |
| detrimental effect | Reduces global action speed by 15%. Slow |
| beneficial effect | Detects creatures of type aquatic/critter in radius 15. Overseer of Nations |
| detrimental effect | Zone-wide effect: Air decreases over time. If you run out of air you will start losing life. Look for bubbles to recover air. The water also reduces stun resistance by 10% and fire damage is reduced by 10%, however cold damage is increased by 10%. Underwater Zone |
| detrimental effect | Paranoia has gripped the target, causing a 41% chance they will physically attack anyone nearby, friend or foe. Targets of the attack may become paranoid themselves. Paranoid |
| detrimental effect | Target is reeling from an lightning shock, halving its stun and pinning resistance. Shocked |
| detrimental effect | The target has been harassed by its stalker, reducing damage by 33%. Harassed |
| detrimental effect | Armour has been punctured, increasing all damage taken by 26%. Punctured Armour |
| detrimental effect | The gloom has stunned the target, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned by the gloom |
| detrimental effect | The target is poisoned and sick, doing 70.19 nature damage per turn. All damage it does is reduced by 25%. Numbing Poison |
| detrimental effect | The gloom has confused the target, making it act randomly (50% chance) and unable to perform complex actions. Confused by the gloom |
| beneficial effect | The target is recovering 87 life each turn. Recovery |
| detrimental effect | The target is plagued by inner demons and each turn there's a 25% chance that one will appear. If the caster is killed or the target resists setting his demons loose the effect will end early. Inner Demons |
| detrimental effect | An arcane vortex followes the target. Each turn a manathrust fires from it to a random foe in sight doing 34.19 arcane damage to all. If no foes are found the main target takes 50% more arcane damage this turn. If the target dies the remaining damage is deal as a radius 2 ball of arcane. Arcane Vortex |
| detrimental effect | The target is poisoned and sick, doing 20.00 nature damage per turn. Each time it tries to use a talent there is 20% chance of failure. Crippling Poison |
| detrimental effect | The target's armour and saves are broken, reducing them by 26. Sunder Armour |
| beneficial effect | Knows where you are! Hunter! |
| beneficial effect | Lightning damage increased by 15%. Born into Magic |
| detrimental effect | The target is in the center of a lightning hurricane, doing 73.52 to 220.55 lightning damage to itself and others around every turn. Hurricane |
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 failed to protect the lone alchemist from death by Aerith. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
Equipment
| On feet | dreamer's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego+] Psionic While equipped: ----- def ----- Armour +1 Fatigue +1% Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) A pair of boots made of leather. |
| Quiver | Hornet Stingers (15/20, 18-25.2 power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Mag, 70% Dex Mastery Air Archer Acc+ +0.2% crit / acc Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
| Light source | alchemist's lamp 'Iseth'1.0 T3 lite [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +2 Wil dps ---------- Dmg.mod +6% darkness Melee Ret 10 fire ----- def ----- Defense +8 (+2 eff.) Resists +9% acid +7% fire +7% light Affinity +5% darkness Phys.save +12 (+4 eff.) Spell.save +13 (+4 eff.) Mind.save +10 (+4 eff.) ---------- misc Light +3 Infravis +3 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 36.24 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Duathelreek the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +6 Wil dps ---------- Spell.crit +2% Dmg.mod +3% darkness ----- def ----- Defense +1 (+0 eff.) Phys.save +6 (+2 eff.) ---------- misc Mana/s.crit +2.00 A pointy cloth hat, very wizardly... |
| Tool | The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | Mayaseda0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun ----- def ----- Defense +13 (+3 eff.) Rng.Def +9 (+2 eff.) Phys.save +3 (+1 eff.) Heal.mod +15% ---------- misc Max.stam +10.00 Rings can have magical properties. |
| On fingers | Neramina the steel ring0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +3% mind ----- def ----- Fatigue -5% Resists +6% blight +6% fire Max.HP +23.00 Disarm- +24% Pinning- +27% Knockbk- +24% ---------- misc Max.enc +23 Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Sewerraider4.0 T3 longbow 2H weapon [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Air Archer Acc+ +0.2% crit / acc Atk.spd 125% Range +8 On Hit.r1 +8 mind +2 nature On Hit: 10% Arcane Vortex 3 While equipped: Stats +2 Str +5 Mag dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +8 (+3 eff.) Dmg.mod +17% physical +11% arcane +3% mind Res.pen +18% physical Longbows are used to shoot arrows at your foes. |
| On hands | Armuharaleg (0 def, 7 armour)1.0 T5 hands armor [Random Unique] Master/Psionic While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +15 (+4 eff.) Acc +6 (+1 eff.) On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +7 Resists +3% cold Phys.save +22 (+7 eff.) Spell.save +7 (+2 eff.) Mind.save +14 (+5 eff.) Disarm- +66% ---------- misc Max.stam +10.00 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +4 Wil +5 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 poison 20 nature slow ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| Cloak | Areldata (11 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +4 Wil +3 Con dps ---------- Res.pen +15% acid Melee Ret 4 acid ----- def ----- Defense +11 (+2 eff.) Phys.save +16 (+5 eff.) Spell.save +7 (+2 eff.) Mind.save +8 (+3 eff.) Max.HP +43.00 Heal/summ +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire to your side for 15 turns. Uses 60 power out of 2/60 The evilness of undeath radiates from this amulet. |
Inventory
healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Poreseta the Fogworm4.0 T1 longbow 2H weapon [Rare] Master Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Air Archer Acc+ +0.2% crit / acc Atk.spd 125% Range +6 While equipped: dps ---------- Dmg.mod +3% darkness +14% physical Res.pen +14% physical ----- def ----- Resists +3% acid +3% darkness +5% arcane Longbows are used to shoot arrows at your foes. |
Surefire4.0 T1 longbow 2H weapon [Unique] Master Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Air Archer Acc+ +0.2% crit / acc Atk.spd 133% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+2 eff.) Steady Shot: Level 2.0 Pwr.cost 8 out of 8/8. Range 8 Travel.spd instantaneous Description: Fire a steady shot, doing 151% damage with a 35% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
elm longbow4.0 T1 longbow 2H weapon [Normal] Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Air Archer Acc+ +0.2% crit / acc Atk.spd 125% Range +6 Longbows are used to shoot arrows at your foes. |
Serpent's Glare (7-7.7 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 30% Wil, 0% Mag, 10% Cun Mastery Psiblades Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 48.82 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Bleakgasher (10 def, 2 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Melee Ret 12 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +2 Defense +10 (+2 eff.) Rng.Def +9 (+2 eff.) Resists +3% acid +6% cold Mind.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of the Shaloren (1 def, 6 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Wil +1 Mag ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +4 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+3 eff.) Resists +15% cold ---------- misc Masteries +0.10 Spell/Water This deep blue robe flows and ripples as if pushed by an invisible tide. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blastfury (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +1 Resists +12% fire +9% light +5% arcane Disease- +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spiked rough leather armour (1 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% A suit of armour made of leather. |
quiver of ash arrows of accuracy (22/22, 21-29.4 power, 7 apr)3.0 T2 arrow ammo [Ego] Master Power 21.0 - 29.4 Physical Uses 50% Mag, 70% Dex Mastery Air Archer Acc+ +0.2% crit / acc Acc +12 Apr +7 Crit +1.5% Capacity 22 Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows (22/22, 12.5-17.5 power, 5 apr)3.0 T1 arrow ammo [Normal] Power 12.5 - 17.5 Physical Uses 50% Mag, 70% Dex Mastery Air Archer Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 22 Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows of wind (25/25, 16.5-23.1 power, 5 apr)3.0 T1 arrow ammo [Ego] Nature Power 16.5 - 23.1 Physical Uses 50% Mag, 70% Dex Mastery Air Archer Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 25 Proj.spd +200% On Hit: * 10% chance to create an air burst Arrows are used with bows to pierce your foes to death. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
3 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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 'Boltstreak'2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% light +9% lightning Res.pen +20% lightning On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Resists +6% lightning Mind.save +7 (+3 eff.) ---------- misc Light +2 See.Stealth +6 See.Invis +7 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 of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +2 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 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. |
3 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. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold 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. |
4 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. |
7 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
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Aerith the Higher Air Archer level 10
7th Mirth 122nd year of Ascendancy at 05:44 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Aerith the Higher Air Archer level 20
2nd Dusk 122nd year of Ascendancy at 05:30 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Aerith the Higher Air Archer level 20
3rd Dusk 122nd year of Ascendancy at 20:42 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Aerith the Higher Air Archer level 13
10th Mirth 122nd year of Ascendancy at 18:17 see stats
Log
Numbing Poison from Aerith's Inner Demon hits Aerith for (27 to static shield), 0 nature (0 total damage).
Hurricane from Aerith's Inner Demon hits Vorutta the water imp for (35 shared), (35 shared), 35 lightning (35 total damage).
Hurricane from Aerith's Inner Demon hits Aerith's Inner Demon for (44 to static shield), 0 lightning (0 total damage).
Hurricane from Aerith's Inner Demon hits Elder vampire for 105 lightning damage.
Hurricane from Aerith's Inner Demon hits Aerith for (50 to static shield), 54 lightning (54 total damage).
Hurricane from Aerith's Inner Demon hits Aerith's Inner Demon for (44 to static shield), 0 lightning (0 total damage).
Hurricane from Aerith's Inner Demon hits Vorutta the water imp for (35 shared), (35 shared), 35 lightning (35 total damage).
Arcane Vortex from Aerith's Inner Demon hits Elder vampire for 22 arcane damage.
Arcane Vortex from Aerith's Inner Demon hits Aerith for (21 to static shield), 0 arcane (0 total damage).
Hurricane from Aerith's Inner Demon hits Vorutta the water imp for (24 shared), (24 shared), 24 lightning (24 total damage).
Hurricane from Aerith's Inner Demon hits Aerith for (45 to static shield), 25 lightning (25 total damage).
Hurricane from Aerith's Inner Demon hits Glulle the squid for 41 lightning damage.
Hurricane from Aerith's Inner Demon hits Aerith's Inner Demon for (0 to static shield), 0 lightning (0 total damage).
Hurricane from Aerith's Inner Demon hits Aerith's Inner Demon for (30 to static shield), 0 lightning (0 total damage).
Hurricane from Aerith's Inner Demon hits Elder vampire for 71 lightning damage.
Thunderstorm hits Elder vampire for 60 lightning, 49 lightning (110 total damage).
Thunderstorm hits Aerith for (76 to static shield), 0 lightning, (49 to static shield), 0 lightning (0 total damage).
Vorutta the water imp's Temporal Bolt hits Aerith's Inner Demon for (70 to static shield), 0 temporal (0 total damage).
Aerith's Inner Demon casts Chain Lightning.
You feel a surge of power as a powerful creature falls nearby.
You feel a surge of power as a powerful creature falls nearby.
Aerith's Inner Demon hits Aerith for (45 to static shield), 224 lightning (224 total damage).
The Cog spins up and deflects the blow from Aerith's Inner Demon!
Glulle the squid is free from the arcane vortex.
Aerith is lost in despair!
Mechanical Arms misses Aerith.
Vorutta the water imp casts Repulsion Blast.
The Cog spins up and deflects the blow from Aerith's Inner Demon!
Aerith is no longer being stalked by Glulle the squid.
Saving game...



















































































