











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
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:
ZOmnibus Addon Pack 1.7.4Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Dwarf |
| Class | Stone Warden |
| Level / Exp | 12 / 62% |
| Size | big |
| Lifes / Deaths | Killed by skeleton magus at level 12 on the 36th Profit 122nd year of Ascendancy at 08:06 / 1 |
Primary Stats
| Strength | 26 (base 12) |
| Dexterity | 10 (base 10) |
| Constitution | 18 (base 10) |
| Magic | 44 (base 37) |
| Willpower | 31 (base 18) |
| Cunning | 27 (base 18) |
Resources
| Life | -115/397 |
| Mana | 114/351 |
| Equilibrium | 58 |
| Healing Factor | 1.0711363549267 |
| Regeneration | 4.5523295084385 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 6 |
| See Stealth | 34.753403342673 |
| See Invisible | 40.753403342673 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 40 |
| Crit Chance | 8% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 18 |
| Accuracy | 40 |
| Crit Chance | 8% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 32 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Cold | +3% |
| Lightning | +12% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Cold | +5% |
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 25.413408721348 (65.897138898113%) |
| Defense | 3 |
| Ranged Defense | 3 |
| Fatigue | 27 |
| Physical Save | 20 |
| Spell Save | 25 |
| Mental Save | 26 |
Defense: Resistances
| Nature | + 6%( 70%) |
| Cold | + 54%( 70%) |
| Light | + 3%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 21% |
| Instadeath Resistance | 100% |
| Silence Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 532% 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 Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 47 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 133 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen vines | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
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. | active |
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 successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Magic 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 Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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 vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed orc heart. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * '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 length of troll intestine. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed sandworm tooth. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | pair of iron boots 'Polura' (0 def, 5 armour) =con +2=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +3% acid ----- def ----- Armour +5 Fatigue +2% Resists +6% nature Die.at -20.00 life ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Silidawyn2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Mag +4 Wil dps ---------- Dmg.mod +6% mind ----- def ----- HP.reg +2.00 Silence- +10% ---------- misc Light +3 See.Invis +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 | Polebeth the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +1 Fatigue +1% ---------- misc Equi/ret +0.12 Psi/ret +0.04 Hate/m.crit +1.00 A cap made of leather. |
| On hands | iron gauntlets 'Hazetickler' (0 def, 1 armour) =disarm resist=1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% lightning +3% cold Res.pen +10% lightning +5% cold Acc +6 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +3% cold Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +21% 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. |
| Tool | Glittercast the ash wand of shielding [power 170] (12/17 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Melee Ret 10 light ----- def ----- Resists +3% light Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | 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! |
| Around neck | restful copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Wil ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
| In main hand | reinforced steel shield of cold resistance (+19%) (0 def, 5 armour, 14-17 power, 66.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 14.0 - 16.8 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +66 While equipped: ----- def ----- Armour +5 Fatigue +8% Resists +19% cold ---------- misc Talents +1 Block Handheld deflection devices. |
| Around waist | Loryrig1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Phys.pwr +2 (+1 eff.) Apr +3 ----- def ----- Spell.save +5 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | reinforced iron shield of cold resistance (+16%) (0 def, 3 armour, 11-13 power, 37.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 11.0 - 13.2 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +38 While equipped: ----- def ----- Armour +3 Fatigue +8% Resists +16% cold ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Haredehor (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +4 Cun +2 Str ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 ---------- misc Light +3 See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Radiancespitter (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Mag +3 Wil dps ---------- Crit.mult +10.00% ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +16% cold ---------- misc Max.mana +80.00 Light +1 A suit of armour made of mail. |
Inventory
shielding rune of the wizard (absorb 256; dur 5; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 256 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Lisotta the elm vilestaff (10-12 power, 2 apr, acid element)5.0 T1 staff 2H weapon [Rare] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Dex +2 Mag +4 Cun dps ---------- Spell.crit +8% Spell.pwr +3 (+1 eff.) Dmg.mod +10% acid Res.pen +10% temporal Melee Ret 2 temporal ---------- misc Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Zubemita the Shockorder (10-12 power, 2 apr, light element)5.0 T1 staff 1H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Phys.crit +7.0% Spell.crit +4% Phys.pwr +6 (+2 eff.) Spell.pwr +9 (+4 eff.) Dmg.mod +10% light Res.pen +5% lightning Acc +7 (+3 eff.) ----- def ----- Resists +2% physical ---------- misc Max.stam +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron battleaxe 'Prismwake' (16-24 power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Nature Power 16.0 - 24.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Hit.r1 +16 light On Crit.r2 +4 physical While equipped: Stats +9 Con +9 Wil ----- def ----- Resists +5% arcane +3% acid Max.HP +24.00 ---------- misc Stam/turn +1.00 Massive two-handed battleaxes. |
arcing iron greatsword (16-26 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 16.5 - 26.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 55 damage Massive two-handed swords. |
Yaryharadil the Demonmarrow (2-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% Melee+ +8 darkness While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +12% darkness Res.pen +5% darkness +5% acid ----- def ----- Resists +6% acid Mind.save +3 (+1 eff.) ---------- misc Max.psi +13.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
prismatic iron mail armour of temporal resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +16% temporal +11% light +10% darkness A suit of armour made of mail. |
rejuvenating iron plate armour of lightning resistance (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +15% lightning HP.reg +2.20 ---------- misc Stam/turn +0.50 A suit of armour made of metal plates. |
Umbraburst the linen cloak (1 def, 0 armour) =cun +2=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex dps ---------- Dmg.mod +3% darkness Res.pen +5% arcane On Hit (Melee): * 10% chance to reduce damage dealt by 15% ----- def ----- Defense +1 (+1 eff.) ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of the Shaloren (1 def, 5 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +1 Wil ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen wizard hat 'Relgagorn' (1 def, 0 armour) =cun +2=2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun dps ---------- On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane Mind.save +5 (+2 eff.) Poison- +20% Disarm- +10% A pointy cloth hat, very wizardly... |
Duvorak the Undeathworm (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature +9% cold ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +3% nature +9% cold ---------- misc Light +3 A cap made of leather. |
rough leather cap of knowledge (0 def, 1 armour)2.0 T1 head armor [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Dimguile the iron helm (10 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +5 (+2 eff.) Mind.pwr +10 (+5 eff.) Res.pen +5% darkness ----- def ----- Armour +3 Defense +10 (+10 eff.) Fatigue +5% Resists +6% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
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. |
2 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. |
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. |
iron pickaxe 'Blizzardbreaker' (dig speed 40 turns) =cun +1=3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Cun +1 Str dps ---------- Dmg.mod +6% nature Melee Ret 6 cold ----- def ----- Resists +11% nature +3% acid ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (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. |
extending elm totem of summon tentacle [power 95] (12/22 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 95 Armor: 0 All Resist: 0 Puts all charms on 22 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Parasrotu the Dwarf Stone Warden level 11
24th Profit 122nd year of Ascendancy at 02:58 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Parasrotu the Dwarf Stone Warden level 10
15th Profit 122nd year of Ascendancy at 19:47 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Parasrotu the Dwarf Stone Warden level 6
18th Voratun 122nd year of Ascendancy at 17:04 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Parasrotu the Dwarf Stone Warden level 10
15th Profit 122nd year of Ascendancy at 19:53 see stats
Log
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Parasrotu uses Infusion: Wild.
Parasrotu recovers sight.
Parasrotu is cured!
Parasrotu lessens the pain.
Stone Half (Parasrotu) uses Taunt.
Burning from Bethevea the armoured skeleton warrior hits Parasrotu for 30 fire damage.
Burning from Bethevea the armoured skeleton warrior hits Crystaline Half (Parasrotu) for 27 fire damage.
Burning from Bethevea the armoured skeleton warrior hits Stone Half (Parasrotu) for 27 fire damage.
Bethevea the armoured skeleton warrior uses Steady Shot.
Bethevea the armoured skeleton warrior's Steady Shot hits Stone Half (Parasrotu) for 70 physical, 5 light, 6 blight (80 total damage).
Bethevea the armoured skeleton warrior's Steady Shot hits Stone Half (Parasrotu) for 84 physical, 5 light, 4 cold (92 total damage).
Bethevea the armoured skeleton warrior receives 2 healing from Stone Half (Parasrotu).
Skeleton magus casts Flame.
Skeleton magus's spell attains critical power!
Bethevea the armoured skeleton warrior is seized by a stone vine.
Talent Resilience of the Dwarves is ready to use.
Talent Earth's Eyes is ready to use.
Crystaline Half (Parasrotu) recovers sight.
Burning from Bethevea the armoured skeleton warrior hits Parasrotu for 30 fire damage.
Burning from Bethevea the armoured skeleton warrior hits Crystaline Half (Parasrotu) for 27 fire damage.
Burning from Bethevea the armoured skeleton warrior hits Stone Half (Parasrotu) for 30 fire damage.
Bethevea the armoured skeleton warrior uses Headshot.
Bethevea the armoured skeleton warrior's Headshot hits Parasrotu for 97 physical, (4 flat reduction), 0 light, (3 flat reduction), 0 cold (97 total damage).
Bethevea the armoured skeleton warrior's Headshot hits Parasrotu for 97 physical, (4 flat reduction), 0 light, (5 flat reduction), 0 blight (97 total damage).
Skeleton magus's Flame hits Parasrotu for 103 fire damage.
Parasrotu the level 12 dwarf stone warden was combusted to death by a skeleton magus on level 3 of Ruins of Kor'Pul.









































































