













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Forbidden Cults 1.6.0Official 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.
ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Ashes of Urh'Rok 1.6.0Official 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:
Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.0Official 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:
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! 1.6.6 Summmoner Fix 1.6.6 Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Thalore |
Class | Rogue |
Level / Exp | 17 / 69% |
Size | medium |
Lifes / Deaths | Killed by gigantic corrosive tunneler at level 17 on the 57th Dusk 122nd year of Ascendancy at 06:41 / 1 |
Primary Stats
Strength | 13 (base 11) |
Dexterity | 56 (base 30) |
Constitution | 20 (base 19) |
Magic | 8 (base 10) |
Willpower | 21 (base 10) |
Cunning | 58 (base 40) |
Resources
Life | -10/407 |
Stamina | 58/136 |
Healing Factor | 1.178947368421 |
Regeneration | 22.223157894737 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 40.043810120534 |
See Invisible | 40.043810120534 |
Offense: Mainhand
Damage | 11 |
Accuracy | 55 |
Crit Chance | 36% |
APR | 7 |
Speed | 0.91 |
Offense: Offhand
Damage | 19 |
Accuracy | 55 |
Crit Chance | 38% |
APR | 10 |
Speed | 0.91 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Light | +11% |
Nature | +3% |
Mind | +9% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Light | +5% |
Mind | +5% |
Fire | +5% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 4.926537677544 (57.811550151976%) |
Defense | 61 |
Ranged Defense | 61 |
Fatigue | 0 |
Physical Save | 14 |
Spell Save | 13 |
Mental Save | 28 |
Defense: Resistances
Acid | + 28%( 70%) |
Blight | + 8%( 70%) |
Arcane | + 7%( 70%) |
All | + 2%( 70%) |
Lightning | + 11%( 70%) |
Light | + 32%( 70%) |
Temporal | + 8%( 70%) |
Fire | + 8%( 70%) |
Darkness | + 5%( 70%) |
Defense: Immunities
Disarm Resistance | 22% |
Instadeath Resistance | 100% |
Confusion Resistance | 22% |
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) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 440 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 229 damage for 3 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 576% 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 Dexterity stat. |
Class Talents
Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Artifice | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 1/5 |
Effects
talent | Quickdraw |
talent | Apply Poison |
talent | Trained Reactions |
talent | Numbing Poison |
talent | Insidious Poison |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target is blinded, unable to see anything. Blinded |
beneficial effect | Increases defense by 18. Mobile Defense |
beneficial effect | Has 2 throwing knives prepared: 2 KnivesRange: 7 Net Damage: 66 - 92 Accuracy: 71 (knife) APR: 15 Crit Chance: +43% Crit mult: 189% Uses Stats: 50% Cun, 70% Dex |
detrimental effect | The target has been splashed with acid, taking 3.19 acid damage per turn, reducing armour by 6 and attack by 5. Acid Splash |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is poisoned, taking 24.02 nature damage per turn. Poison |
beneficial effect | Increases the effectiveness of all healing the target receives by 10%. Gift of the Woods |
beneficial effect | A flow of life spins around the target, regenerating 18.60 life per turn. Regeneration |
detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 28%. Exhaustion |
beneficial effect | The target has 28% chance to evade melee and ranged attacks and gains 13 defense. Evasion |
Quests
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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed wretchling eyeball. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +7 Lck +5 Dex ----- def ----- Armour +3 Resists +12% acid +3% darkness +6% light +3% fire +5% arcane +9% lightning Stealth +8 A pair of boots made of leather. |
Quiver | ![]() 3.0 T2 arrow ammo [Random Unique] Arcane/Master/Psionic Power 126% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +9.5% Capacity 22 Rld cld 6 Ranged+ +4 lightning +11 blight +9 mind On Hit.r1 +16 lightning On Hit: * 17% chance to reduce all saves and defense by 19 * 20% chance to reduce armor by 17% * 11% chance to reduce strength, dexterity, and constitution by 8 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: Stats +1 Dex +2 Wil +3 Cun dps ---------- Res.pen +5% mind ----- def ----- Crit.dmg- 15.00% ---------- misc Hate/m.crit +3.00 Light +6 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 | ![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Dmg.mod +3% nature Apr +5 On Hit (Melee): * 10% chance to slow global speed by 45% ----- def ----- Armour +1 Fatigue +1% Resists +9% acid +3% fire +3% light +3% blight A cap made of leather. |
On hands | ![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Spell.crit +1% Spell.pwr +5 (+5 eff.) Res.pen +10% nature Acc +11 (+4 eff.) ----- def ----- Armour +1 ---------- misc Mana/s.crit +2.00 Unarmed combat: Power 93% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Acc +6 Apr +1 Crit +6.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T1 misc tool [Unique] Nature 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. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +11% light Acc +8 (+3 eff.) ----- def ----- Resists +22% light Rings can have magical properties. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Dex +4 Wil +1 Cun dps ---------- Crit.mult +5.00% Dmg.mod +9% mind Res.pen +5% light ----- def ----- Mind.save +6 (+3 eff.) Confus- +22% Rings can have magical properties. |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun Amulets can have magical properties. |
In main hand | ![]() 3.0 T1 longsword 1H weapon [Rare] Master Power 101% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Res.pen +5% fire Acc +6 (+2 eff.) ----- def ----- Defense +5 (+1 eff.) Resists +6% acid +6% temporal Disarm- +22% Sharp, long, and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Ego++] Master While equipped: Stats +3 Dex +4 Wil +8 Cun +5 Lck dps ---------- Against +16% Summoned ----- def ----- D.Red.from +17% Summoned Stealth +6 ---------- misc T.Disarm +6 Infravis +3 A belt that goes around your waist. |
In off hand | ![]() 1.0 T1 dagger 1H weapon [Ego++] Master/Psionic Power 100% Range: 1.3x Uses 45% Cun, 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +1 Dex dps ---------- Phys.spd +10% Acc +8 (+3 eff.) Sharp, short and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +6% cold Acc +5 (+2 eff.) ----- def ----- Armour +4 Defense +1 (+0 eff.) Max.HP +32.00 ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T1 light armor [Ego++] Master While equipped: Stats +3 Dex dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +6 (+3 eff.) Mov.spd +20% ----- def ----- Armour +2 Defense +6 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
Inventory
![]() 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 568% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 134 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 131 life over 5 turns. 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. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 214 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+6 eff.) Blind- +22% ---------- misc Infravis +3 See.Stealth +7 See.Invis +6 Rings can have magical properties. |
![]() 3.0 T3 longsword 1H weapon Reqs Str 24 [Normal] Power 127% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Normal] Power 120% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
![]() 3.0 T2 mindstar 1H weapon [Normal] Nature Power 87% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- misc 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. |
![]() 3.0 T2 mindstar 1H weapon [Ego] Nature Power 89% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Max.HP +17.00 HP.reg +0.70 ---------- misc 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. |
![]() 3.0 T2 shot ammo [Normal] Power 122% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 13 Shots are used with slings to pummel your foes to death. |
![]() 7.0 T2 shield armor Reqs - Shield usage training Str 16 [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 9.0 T1 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +2 Defense +3 (+0 eff.) Fatigue +6% Resists +11% blight +10% nature +15% lightning A suit of armour made of leather. |
![]() 1.0 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. |
![]() 2.0 T3 cloak armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Resists +17% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex dps ---------- Res.pen +15% darkness +5% lightning On Hit (Melee): * 10% chance to reduce all saves and defense by 19 ----- def ----- Armour +1 Resists +3% mind +6% darkness Stealth +6 A pair of boots made of leather. |
![]() 3.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% Crit.mult +10.00% ----- def ----- Armour +4 Fatigue +3% Resists +6% lightning +9% temporal +6% darkness ---------- misc Max.hate +2.00 Max.psi +50.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 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. |
![]() 3.0 T3 head armor [Ego] Master While equipped: ----- def ----- Armour +6 Fatigue +4% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 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. |
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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
By MemeBlast the Thalore Rogue level 13
12nd Dusk 122nd year of Ascendancy at 18:07 see stats
By MemeBlast the Thalore Rogue level 10
9th Mirth 122nd year of Ascendancy at 19:41 see stats
By MemeBlast the Thalore Rogue level 11
2nd Summertide 122nd year of Ascendancy at 18:13 see stats
Log
Acid Splash from Gigantic corrosive tunneler hits MemeBlast for 2 acid damage.
MemeBlast's Throwing Knife killed Gigantic sandworm tunneler!
Gelatinous cube splits in two!
MemeBlast HEALS from acid damage!
Gigantic corrosive tunneler's acid area effect hits Gigantic sandworm tunneler for 50 acid damage.
Gigantic corrosive tunneler's acid area effect hits White jelly for 50 acid damage.
Gigantic corrosive tunneler's acid area effect hits Giant spider for 50 acid damage.
Gigantic corrosive tunneler's acid area effect hits MemeBlast for 30 acid, 15 healing (30 total damage) [15 healing].
Gigantic corrosive tunneler's acid area effect hits Gelatinous cube for 25 acid damage.
Gigantic corrosive tunneler's acid area effect hits Sandworm Queen for 46 acid damage.
The unstable sand tunnel collapses!
Deadly Poison from MemeBlast hits Sandworm Queen for 86 nature damage.
Poison from MemeBlast hits Sandworm Queen for 48 nature damage.
MemeBlast uses Throwing Knives.
Gigantic sandworm tunneler rushes out!
Gigantic sandworm tunneler misses MemeBlast.
Giant spider uses Web.
MemeBlast shrugs off the effect 'Pinned to the ground'!
Sandworm Queen breathes sand!
MemeBlast reacts to damage from Sandworm Queen, mitigating the blow!.
MemeBlast loses sight!
Something hits Something for 155 physical damage.
Sandworm Queen hits MemeBlast for (49 reacted , -5 stam), 103 physical (103 total damage).
MemeBlast HEALS from nature damage!
MemeBlast HEALS from acid damage!
Poison from Giant spider hits MemeBlast for 17 nature, 6 healing (17 total damage) [6 healing].
Something hits Something for 66 physical damage.
Acid Splash from Gigantic corrosive tunneler hits MemeBlast for 2 acid damage.
Saving game...