










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This 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 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Skeleton |
| Class | Shadowblade |
| Level / Exp | 18 / 71% |
| Size | medium |
| Lifes / Deaths | Killed by Bethyra the bandit at level 18 on the 36th Dusk 122nd year of Ascendancy at 18:30 / 2Killed by Bethyra the bandit at level 18 on the 36th Dusk 122nd year of Ascendancy at 18:44 |
Primary Stats
| Strength | 32 (base 10) |
| Dexterity | 43 (base 13) |
| Constitution | 20 (base 10) |
| Magic | 34 (base 34) |
| Willpower | 23 (base 10) |
| Cunning | 50 (base 46) |
Resources
| Life | -178/556 |
| Mana | 230/267 |
| Stamina | 181/194 |
| Healing Factor | 1.2870588855781 |
| Regeneration | 6.7570591492849 |
Speed
| Mental | +10.000000000004% |
| Attack | 0% |
| Movement | 0% |
| Spell | +3.619327060278E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 33.595095619122 |
| See Invisible | 33.595095619122 |
Offense: Mainhand
| Damage | 47 |
| Accuracy | 43 |
| Crit Chance | 29% |
| APR | 18 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 29 |
| Accuracy | 43 |
| Crit Chance | 25% |
| APR | 17 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 14% |
| Speed | 0.99999999999996 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +20% |
| Physical | +20% |
| Nature | +8% |
| Blight | +6% |
| Arcane | +6% |
| Darkness | +12% |
| All | 0% |
Offense: Damage Penetration
| Physical | +7% |
| All | 0% |
| Arcane | +10% |
| Cold | +20% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 11 (35.65183292883%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 3 |
| Physical Save | 23 |
| Spell Save | 20 |
| Mental Save | 23 |
Defense: Resistances
| Nature | + 10%( 70%) |
| Lightning | + 22%( 70%) |
| Acid | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 23% |
| Confusion Resistance | 60% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 40% |
| Silence Resistance | 24% |
| Bleed Resistance | 100% |
| Teleport Resistance | 10% |
| Disarm Resistance | 24% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 237 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 70 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (0 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Stealth | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Duelist | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Conveyance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 2/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
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 Unflinching Resolve (+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 |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Obsidianserpent (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +10% arcane Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 19% * 10% chance to reduce armor by 29% ----- def ----- Armour +1 Resists +6% acid Silence- +24% Confus- +20% Stun/Frz- +23% A pair of boots made of leather. |
| Light source | Layidhema2.0 T1 lite [Rare] Nature While equipped: Stats +2 Dex +4 Wil dps ---------- Dmg.mod +6% blight ----- def ----- Max.HP +41.00 ---------- 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. |
| On head | iron helm 'Belana' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +3 Dex ----- def ----- Armour +3 Fatigue +5% Die.at -80.00 life Pinning- +20% ---------- misc Stam/turn +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Freezeflash (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Res.pen +20% cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 19 ----- def ----- Armour +1 Fatigue +1% Max.HP +60.00 HP.reg +2.00 Teleport- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +0.60 Max.stam +11.00 Unarmed combat: Power 99% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit: 10% Nightmare 1 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | 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. |
| On fingers | Cloudking0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Str +5 Wil +4 Cun +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Mind.pwr +8 (+4 eff.) Dmg.mod +20% lightning +6% arcane ----- def ----- Resists +22% lightning Rings make your fingers look great! |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | enraging steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Phys.spd +10% Dmg.mod +6% physical Amulets make your neck look great! |
| In main hand | Earylagar the steel dagger (104% power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 105% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +8.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 98 damage over 5 turns and reducing armor and accuracy by 13 While equipped: dps ---------- Dmg.mod +6% physical Res.pen +7% physical Acc +13 (+5 eff.) Apr +8 ----- def ----- Defense +9 (+3 eff.) Disarm- +24% Sharp, short and deadly. |
| Around waist | Layyralera the Wretchpanic1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Phys.crit +3.0% Mind.crit +4% Crit.mult +5.00% Phys.pwr +3 (+1 eff.) Res.pen +10% nature ---------- misc Psi/ret +0.08 Max.psi +10.00 Infravis +1 A belt that goes around your waist. |
| In off hand | Beoromidor the iron dagger (113% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Nature Power 113% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Phasing +20% Melee+ +6 nature On Hit.r1 +12 physical While equipped: Stats +1 Str +1 Con dps ---------- Phys.pwr +20 (+6 eff.) Acc +5 (+2 eff.) Sharp, short and deadly. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 Blind- +40% Confus- +40% ---------- misc Infravis +3 Masteries +0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Inventory
manasurge rune of the psychic (regen 921% over 10 turns; mana 46; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 921% for 10 turns (0 total) and instantly restoring 46 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Nerydhenor0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +1 Con dps ---------- On Hit (Melee): * 10 arcane resource burn * 20% chance to reduce all saves and defense by 23 ----- def ----- Resists +11% fire +3% nature +11% cold Amulets make your neck look great! |
warrior's copper amulet of mastery (0.11 Cunning / Survival)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Masteries +0.11 Cunning/Survival Amulets make your neck look great! |
copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +6 (+3 eff.) Rings make your fingers look great! |
copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +20% ---------- misc Infravis +4 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) Rings make your fingers look great! |
wizard's copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Spell.save +4 (+2 eff.) Rings make your fingers look great! |
Flashprophet (98% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Arcane Power 99% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 blight On Crit.r2 +4 lightning On Hit: * 20% chance to reduce all saves and defense by 23 * 6% chance to reduce strength, dexterity, and constitution by 19 While equipped: dps ---------- Dmg.mod +6% mind Res.pen +5% lightning ----- def ----- Resists +3% mind Sharp, short and deadly. |
Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Cun, 55% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
steel dagger of the mystic (104% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 105% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Mag +1 Wil dps ---------- Spell.pwr +6 (+3 eff.) Sharp, short and deadly. |
slime-covered steel longsword (116% power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Disrupt Power 116% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 7% chance to slow global speed by 49% Sharp, long, and deadly. |
Stormlash (115% power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 115% Range: 1.1x Uses 100% Dex Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+3 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 20.53 to 61.60 lightning damage (based on Magic and Dexterity). Uses 9 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Sootdream the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +9% light +6% darkness Res.pen +10% darkness ----- def ----- Spell.save +5 (+2 eff.) ---------- misc Light +3 Size +1 A belt that goes around your waist. |
Starblight1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) Melee Ret 10 light On Hit (Melee): * 10% chance to slow global speed by 49% ----- def ----- Resists +3% lightning Phys.save +5 (+3 eff.) A belt that goes around your waist. |
rough leather belt 'Shinestrike'1.0 T1 belt armor [Rare] Arcane While equipped: Stats +3 Wil +3 Cun +2 Con dps ---------- Spell.pwr +3 (+2 eff.) Dmg.mod +9% light ----- def ----- Mind.save +6 (+3 eff.) A belt that goes around your waist. |
rough leather belt of transcendence1.0 T1 belt armor [Ego] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Phys.save +5 (+3 eff.) A belt that goes around your waist. |
Duskbliss the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Str +1 Mag +3 Cun dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 19% ----- def ----- Defense +1 (+1 eff.) Resists +3% lightning Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Kilntorrent the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid +3% fire Res.pen +5% fire ----- def ----- Defense +1 (+1 eff.) Resists +9% fire 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. |
linen cloak 'Stormrot' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil dps ---------- Dmg.mod +3% lightning +6% acid ----- def ----- Defense +1 (+1 eff.) Resists +9% fire Spell.save +6 (+3 eff.) ---------- misc Max.mana +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots of phasing (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane While equipped: Stats +3 Mag +2 Wil ----- def ----- Armour +1 Blink to a nearby random location (rad 7) Puts all charms on 22 cooldown A pair of boots made of leather. |
Brenyromigar the Skyglory (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Psionic While equipped: Stats +1 Cun +2 Mag dps ---------- Melee+ 9 mind 5 nature Dmg.mod +6% lightning +7% mind +5% nature ----- def ----- Armour +2 Resists +6% mind +6% nature HP.reg +4.00 ---------- misc Stam/turn +0.70 Max.stam +14.00 Unarmed combat: Power 113% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +6 mind +6 nature On Hit: 20% Psychic Lobotomy 3 On Hit: 10% Nightmare 3 On Hit: 10% Venomous Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 122% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
naturalist's iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 6 nature Dmg.mod +3% nature ----- def ----- Armour +1 Fatigue +1% Resists +5% nature Unarmed combat: Power 108% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +6 nature On Hit: 10% Venomous Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
umbral rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 6 darkness Dmg.mod +3% arcane +4% darkness ----- def ----- Armour +1 Resists +6% darkness Unarmed combat: Power 95% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Melee+ +4 arcane On Crit.r2 +5 arcane On Hit: 20% Moonlight Ray 1 On Hit: * 5% chance to reduce damage dealt by 19% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Demonwilder (6 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +11% mind +3% darkness ----- def ----- Defense +6 (+2 eff.) Resists +11% mind Crit.chn- 15.00% A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Zanorofast the Snowswift (20 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +9% cold Acc +15 (+5 eff.) ----- def ----- Armour +3 Defense +20 (+7 eff.) Fatigue +5% ---------- misc Max.hate +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap of constitution (+4) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +4 Con ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
iron helm 'Frigiddare' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +15% acid ----- def ----- Armour +3 Fatigue +5% Resists +3% acid ---------- misc Equi/ret +0.04 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's rough leather cap of strength (+3) (0 def, 2 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
Tulidunachak the rough leather armour (8 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: ----- def ----- Armour +2 Defense +8 (+3 eff.) Fatigue +6% Resists +16% acid Crit.chn- 5.00% Spell.save +6 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of leather. |
8 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. |
141 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. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Belethad (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex +4 Mag ----- def ----- Resists +6% acid Spell.save +9 (+4 eff.) ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 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 +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. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
Adavea the Airstun [power 110] (13 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +4 Cun +1 Con dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +15% lightning ---------- misc Mana/turn +0.08 Sting an enemy dealing 119 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing [power 110] (13 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
7 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. |
5 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. |
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 (Insane (Roguelike) difficulty)
Got a character to level 10.By Xanomina the Skeleton Shadowblade level 10
1st Summertide 122nd year of Ascendancy at 04:31 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Xanomina the Skeleton Shadowblade level 8
7th Mirth 122nd year of Ascendancy at 02:12 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Xanomina the Skeleton Shadowblade level 13
6th Flare 122nd year of Ascendancy at 02:02 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Xanomina the Skeleton Shadowblade level 14
6th Dusk 122nd year of Ascendancy at 07:13 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Xanomina the Skeleton Shadowblade level 18
36th Dusk 122nd year of Ascendancy at 18:30 see stats
Log
Steamgun turret's Steamgun Turret misses Xanomina.
Xanomina is less afraid.
Talent Rune: Manasurge is ready to use.
Dissolved Face from Bethyra the bandit hits Xanomina for 19 darkness damage.
Steamgun turret's Steamgun Turret misses Xanomina.
Xanomina is no longer evading attacks.
Talent Shadow Feed is ready to use.
Talent Shadow Combat is ready to use.
Talent Trained Reactions is ready to use.
Dissolved Face from Bethyra the bandit hits Xanomina for 14 darkness damage.
Bethyra the bandit casts Diseased Tongue.
Bethyra the bandit misses Xanomina.
Bethyra the bandit is less powerfull.
Xanomina activates Trained Reactions.
Talent Stealth is ready to use.
Dissolved Face from Bethyra the bandit hits Xanomina for 32 darkness damage.
Xanomina is no longer covered in gore.
Xanomina is no longer invisible.
Xura the rogue uses Flame Turret.
Bethyra the bandit's adrenaline surge has come to an end.
Bethyra the bandit uses Assault.
Bethyra the bandit performs a melee critical strike against Xanomina!
Xanomina reacts to an attack from Bethyra the bandit, mitigating the blow!.
Bethyra the bandit performs a melee critical strike against Xanomina!
Melee retaliation hits Bethyra the bandit for 2 darkness, 2 darkness, 2 darkness (5 total damage).
Bethyra the bandit hits Xanomina for 65 physical, 20 fire, (53 reacted , -3 stam), 339 physical, 11 mind, 3 mind, 161 physical (599 total damage).
Xanomina the level 18 skeleton shadowblade was skewered to death by Bethyra the bandit on level 1 of The Maze.



































































































