










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Showing Items Tier in Inventory 1.6.0This 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 | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Anorithil |
| Level / Exp | 20 / 2% |
| Size | big |
| Lifes / Deaths | Killed by Assassin Lord at level 17 on the 43rd Dusk 122nd year of Ascendancy at 05:20 / 2Killed by skeleton magus at level 20 on the 20th Haze 122nd year of Ascendancy at 05:39 |
Primary Stats
| Strength | 23 (base 15) |
| Dexterity | 12 (base 10) |
| Constitution | 19 (base 10) |
| Magic | 71 (base 48) |
| Willpower | 28 (base 10) |
| Cunning | 41 (base 36) |
Resources
| Life | -32/604 |
| Positive | 72/72 |
| Negative | 2/67 |
| Healing Factor | 1.3014285714286 |
| Regeneration | 14.250642857143 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +28.950072519695% |
| Spell | +10.011580078844% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Invisible | 2 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 20 |
| Crit Chance | 13% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 42% |
| Speed | 0.9089952160339 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Blight | +19% |
| Arcane | +5% |
| Cold | +15% |
| All | 0% |
| Darkness | +38% |
| Lightning | +6% |
| Mind | +3% |
| Fire | +19% |
| Nature | +9% |
Offense: Damage Penetration
| Temporal | +15% |
| Lightning | +15% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 21 (30%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 12 |
| Physical Save | 34 |
| Spell Save | 49 |
| Mental Save | 45 |
Defense: Resistances
| Acid | -9%( 70%) |
| Blight | + 5%( 70%) |
| Cold | + 21%( 70%) |
| All | -20%( 70%) |
| Darkness | -8%( 70%) |
| Light | -7%( 70%) |
| Lightning | -9%( 70%) |
| Fire | -9%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Disarm Resistance | 24% |
| Confusion Resistance | 52% |
| Silence Resistance | 23% |
| Stun Resistance | 22% |
| Instadeath Resistance | 100% |
| Blind Resistance | 22% |
Inscriptions (3/3)
| 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 381 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (91% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 71 with a minimum range of 15. Its effects scale with your Cunning stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Celestial / Glyphs | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Circles | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Star fury | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Sunlight | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Hymns | 1.40 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Hymn Nocturnalist |
| talent | Hymn of Shadows |
| talent | Corona |
| talent | Glyphs |
| talent | Chant of Resistance |
| detrimental effect | Target is marked, leaving them vulnerable to marked shots. Marked |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target has been splashed with acid, taking 3.00 acid damage per turn, reducing armour by 2 and attack by 2. Acid Splash |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by ritch flamespitter. Escort: lost warrior (level 4 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Magic by +5. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * You've found the needed warg claw. * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed green worm. * '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.' * You've found the needed length of troll intestine. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Cyrovena (0 def, 3 armour)3.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Melee Ret 2 temporal ----- def ----- Armour +3 Fatigue +2% Resists +15% blight Silence- +23% Confus- +22% Stun/Frz- +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Voryth the Corpsebreak2.0 T1 lite [Rare] Master While equipped: Stats +2 Str +5 Mag ----- def ----- Resists +15% nature Crit.dmg- 5.00% ---------- misc Light +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. |
| On head | Duathelwrack (0 def, 3 armour)3.0 T1 head armor [Rare] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +3% Crit.mult +5.00% Dmg.mod +5% blight +5% arcane Res.pen +15% temporal Melee Ret 4 darkness ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Beloletir [power 188] (9/15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +3 Con ---------- misc Stam/turn +1.00 Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +3 Str +3 Wil dps ---------- Dmg.mod +9% nature Acc +9 (+4 eff.) Apr +10 ----- def ----- Defense +7 (+4 eff.) Mind.save +6 (+2 eff.) Max.HP +42.00 HP.reg +5.00 Heal.mod +12% Confus- +30% Cannot be unequipped or rerolled until level 21. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 13.10 cold and 11.39 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| Around waist | Toryrain the Voidkiller1.0 T3 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Dex +7 Wil +3 Cun +7 Lck dps ---------- Dmg.mod +3% darkness ----- def ----- Fatigue -5% Mind.save +11 (+3 eff.) Stealth +5 Max.HP +66.00 ---------- misc T.Disarm +5 Max.enc +29 Equi/ret +0.04 Infravis +4 A belt that goes around your waist. |
| In main hand | Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.3 Pwr.cost 6 out of 2/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 138.15 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (276). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
| On hands | dwarven-steel gauntlets 'Ravenjeer' (0 def, 2 armour)1.5 T2 hands armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Melee+ 7 blight Dmg.mod +4% blight +12% darkness +3% mind Acc +6 (+3 eff.) Melee Ret 2 darkness ----- def ----- Armour +2 Fatigue +3% Resists +6% blight Phys.save +6 (+3 eff.) Mind.save +6 (+2 eff.) HP.reg +2.00 Disarm- +24% ---------- misc Stam/turn +1.10 Max.stam +21.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | troll-hide cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Max.HP +30.00 HP.reg +3.70 Heal.mod +11% A suit of armour made of leather. |
| Cloak | cashmere cloak 'Firerain' (14 def, 11 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Mag +3 Wil dps ---------- Dmg.mod +6% lightning +9% fire Res.pen +15% lightning +10% fire ----- def ----- Armour +11 Defense +14 (+7 eff.) Phys.save +28 (+11 eff.) Spell.save +30 (+10 eff.) Mind.save +27 (+9 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starlit copper amulet of mastery (0.10 Celestial / Hymns)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +11% light +10% darkness Blind- +22% ---------- misc Masteries +0.10 Celestial/Hymns Amulets can have magical properties. |
Inventory
insulating steel amulet of dexterity (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +10% fire +10% cold Amulets can have magical properties. |
conjurer's steel ring of clarity0.1 T2 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +8 (+2 eff.) ----- def ----- Mind.save +7 (+2 eff.) Confus- +23% Rings can have magical properties. |
acidic steel mace of crippling (14-19.6 power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Arcane/Master Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 132 damage over 5 turns and reducing armor and accuracy by 17 While equipped: dps ---------- Phys.crit +6.0% Blunt and deadly. |
warbringer's steel dagger of shearing (11.5-14.95 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego++] Master Power 11.5 - 15.0 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +8 (+4 eff.) Res.pen +7% all +6% physical Acc +7 (+3 eff.) Apr +5 ----- def ----- Disarm- +10% Sharp, short and deadly. |
manaburning dwarven-steel dagger of crippling (22-28.6 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Disrupt/Master Power 22.0 - 28.6 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 12 arcane resource burn On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Sharp, short and deadly. |
blooming vined mindstar of balance (5.5-6.05 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun 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 ----- Phys.save +3 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +3 (+1 eff.) Heal.mod +12% Heal/summ +10 ---------- misc Equi/ret +0.70 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. |
enhanced steel steamgun of tinkering (+5)4.0 T2 steamgun 1H weapon Reqs Dex 16 Shoot Steam Pool [Ego+] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +5 Str +4 Dex +5 Mag +5 Wil +6 Cun +5 Con dps ---------- Steampwr +8 (+4 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
deadly pouch of steel shots of amnesia (15/21, 27.5-33 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego+] Master/Psionic Power 27.5 - 33.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 21 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
shimmering woollen robe of time (+12%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% arcane +12% temporal ----- def ----- Resists +9% all +12% temporal ---------- misc Max.mana +14.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy cashmere robe of protection (3 def, 3 armour)2.0 T3 cloth armor [Ego] Disrupt/Master While equipped: dps ---------- On Melee Ret: * 4% chance to slow global speed by 45% * 4 arcane resource burn ----- def ----- Armour +3 Defense +3 (+2 eff.) Resists +11% all Phys.save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cleansing rough leather armour of cold resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +11% blight +16% cold +10% nature A suit of armour made of leather. |
cleansing cured leather armour of fire resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +12% blight +20% fire +11% nature A suit of armour made of leather. |
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. |
Duvebers the Lightningkarma (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +6% mind Res.pen +5% fire ----- def ----- Defense +1 (+1 eff.) Max.HP +34.00 ---------- misc Max.psi +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 ---------- misc Stam/turn +0.40 Max.stam +15.00 A pair of boots made of leather. |
cashmere wizard hat 'Dazzlequeller' (2 def, 0 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +5 Wil dps ---------- Dmg.mod +23% cold Res.pen +15% light +15% arcane Melee Ret 4 light ----- def ----- Defense +2 (+1 eff.) Resists +34% cold Phys.save +7 (+4 eff.) A pointy cloth hat, very wizardly... |
Glintpulverizer the rough leather cap (0 def, 2 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Cun +3 Str dps ---------- Dmg.mod +6% light ----- def ----- Armour +2 Fatigue +1% Resists +12% lightning +15% light ---------- misc Infravis +2 A cap made of leather. |
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. |
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 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
3 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. |
5 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. |
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 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. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
54 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. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(81 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Staff Inflection the Ogre Anorithil level 8
2nd Summertide 122nd year of Ascendancy at 20:15 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Staff Inflection the Ogre Anorithil level 10
10th Flare 122nd year of Ascendancy at 23:31 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Staff Inflection the Ogre Anorithil level 20
20th Haze 122nd year of Ascendancy at 03:57 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Staff Inflection the Ogre Anorithil level 17
43rd Dusk 122nd year of Ascendancy at 07:06 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Staff Inflection the Ogre Anorithil level 7
4th Mirth 122nd year of Ascendancy at 16:31 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Staff Inflection the Ogre Anorithil level 10
5th Dusk 122nd year of Ascendancy at 21:19 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Staff Inflection the Ogre Anorithil level 15
30th Dusk 122nd year of Ascendancy at 11:01 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Staff Inflection the Ogre Anorithil level 17
43rd Dusk 122nd year of Ascendancy at 05:20 see stats
Log
Something hits Staff Inflection for damage.
The smoke around Staff Inflection dissipates.
Staff Inflection has finished recovering.
Staff Inflection hits Something for (19 absorbed), 85 physical (85 total damage).
Staff Inflection resists!
Something hits Staff Inflection for damage.
Staff Inflection casts Searing Light.
Staff Inflection's spell attains critical power!
Staff Inflection resists!
Something hits Staff Inflection for damage.
Staff Inflection's Corona hits Something for 33 darkness damage.
The shield around Staff Inflection crumbles.
Talent Moonlight Ray is ready to use.
Staff Inflection's light area effect hits Xeroyamira the stone troll for 34 light damage.
Xeroyamira the stone troll's Steady Shot performs a ranged critical strike against Staff Inflection!
Staff Inflection is covered in acid!
Xeroyamira the stone troll's Steady Shot hits Staff Inflection for 417 physical, 8 lightning, 8 nature (434 total damage).
Staff Inflection casts Rune: Teleportation.
Skeleton magus casts Manathrust.
Skeleton magus hits Staff Inflection for 202 arcane damage.
Staff Inflection the level 20 ogre anorithil was imploded to death by a skeleton magus on level 4 of Old Forest.
Staff Inflection deactivates Corona.
Staff Inflection deactivates Chant of Resistance.
Staff Inflection is free from the acid.
Staff Inflection deactivates Hymn of Shadows.
Staff Inflection deactivates Hymn Nocturnalist.
Staff Inflection deactivates Glyphs.




























































































