











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.6Donators/Buyers bonus! Logs in chronological order 1.7.4Makes logs appear in chronological order. More convenient when lots happens in a single turn. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Command Staff Tweak 1.7.5Alters the Command Staff talent effect. When you command a staff, it will change the attack damage type of the staff along with the damage increase type causing melee attacks made with the staff to be dealt as the chosen damage type. Alchemist Notifications 1.7.0Pops up a notification when you collect all the ingredients for an elixir in the Brotherhood of Alchemists quest. Also available as part of the ZOmnibus Addon Pack. 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:
Nur Kit 1.7.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Turn Log Separator 1.7.6增加回合切换的日志提醒,仅在战斗中生效。在游戏选项-插件界面。 Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Loot Expansion (Shad3 fork) 1.7.4An expansion of loot types and ego affixes A fork of Wayback's loot expansion (https://te4.org/games/addons/tome/loot) Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. 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 | Demons |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Rogue |
Level / Exp | 32 / 62% |
Size | medium |
Lifes / Deaths | Killed by Rwiai at level 32 on the 236th Vengeance 123rd year of Ascendancy at 23:16 / 1 |
Primary Stats
Strength | 20 (base 15) |
Dexterity | 67 (base 60) |
Constitution | 18 (base 10) |
Magic | 13 (base 13) |
Willpower | 14 (base 10) |
Cunning | 69 (base 60) |
Resources
Life | -73/637 |
Positive | 123/143 |
Stamina | 138/203 |
Healing Factor | 1.0711363549267 |
Regeneration | 6.6946022182909 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +21% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 49.975641342752 |
See Invisible | 53.975641342752 |
Offense: Mainhand
Damage | 65 |
Accuracy | 57 |
Crit Chance | 40% |
APR | 19 |
Speed | 1.00 |
Offense: Offhand
Damage | 35 |
Accuracy | 57 |
Crit Chance | 37% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +23% |
Lightning | +6% |
Offense: Damage Penetration
Lightning | +17% |
Nature | +25% |
Blight | +12% |
Acid | +12% |
Cold | +14% |
All | +5% |
Defense: Base
Armour (hardiness) | 9 (38.594633868923%) |
Defense | 61 |
Ranged Defense | 61 |
Fatigue | 0 |
Physical Save | 36 |
Spell Save | 11 |
Mental Save | 36 |
Defense: Resistances
Nature | + 27%( 70%) |
Acid | + 29%( 70%) |
Light | + 24%( 70%) |
Temporal | + 22%( 70%) |
Darkness | + 51%( 70%) |
Arcane | + 21%( 70%) |
Cold | + 19%( 70%) |
All | + 17%( 70%) |
Defense: Immunities
Disarm Resistance | 60% |
Pinning Resistance | 36% |
Instadeath Resistance | 100% |
Knockback Resistance | 26% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 498% 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 Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 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 295 life over 5 turns. Its effects scale with your Cunning stat. |
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 92 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. |
Class Talents
Cunning / Stealth | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Technique / Duelist | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Technique / Dual techniques | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Technique / Assassination | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Poisons | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
Quests
The fearscape was in position. The armies were ready. The research was done. Then a vast horde of void creatures descended. Invaders InvadedFight them off, and take back the portal! The portal is secure once again. The invasion begins! | done |
Observation of the eyalites has identified a caravan carrying critical supplies into the Allied Kingdoms. Supply LinesIt will be travelling between the Iron Throne mountains and Last Hope. Make sure it never arrives. | done |
You've landed on Eyal. The BeachheadFirst, terminate any eyalite that might be an immediate threat. * The landing zone has been purged of eyalites. | done |
The peoples of Maj'Eyal are divided into many different kingdoms and organizations. Their power must be broken so that they may be punished properly. The Fall of Maj'EyalThe largest resistance is expected to come from the wizards of Angolwen. Khulmanar has taken the bulk of our forces to confront them. The Ambassador has been assigned to deal with scattered groups all throughout the northern reaches of Maj'Eyal. Your job will be to sabotage, assassinate, and destroy various targets to weaken the Eyalites. * The sher'tul-made horrors beneath the lake overwhelmed the imps, but you managed to recover their records. * It turns out that dwarves aren't Eyalites at all. The decision has been made to consider them fellow victims of the Sher'tul, and specialists dispatched to handle them appropriately. They seem quite responsive to offers of material goods... * You must destroy the town of Derth, a focal point of Allied agriculture and trade. * In the southern forests is a hidden city of elves. Find a way to defeat them. * You must gather your strength before dealing with Last Hope. | active |
Three demons have been trapped on Eyal since the disaster. They could be useful to our cause. Seek them out. The Old OnesSeek out the wounded ancient Kryl-Feijan in his isolated crypt. Seek out the ancient explorer Shassy'Kaish among her cultists in the Daikara mountains. Seek out the ancient necromancer Walrog along the ocean shore. | active |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +4 Str defense ------ Armor +6 Defense +15 (+3 eff.) Resistance +15% acid +3% cold +9% light +6% temporal other ------- Infravision +3 A pair of boots made of leather. |
Light source | ![]() 1.0 Encumbrance T3 lite [Ego+] Nature/Psionic While equipped: Stats +4 Wil offense ------ Physical Crit +4.0% Critical power +13.00% Physical Power +7 (+2 eff.) defense ------ Mind save +7 (+3 eff.) other ------- Light +4 See Stealth +7 See Invisibility +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con offense ------ Mind Crit +1% Mindpower +5 (+2 eff.) Damage +6% lightning Ignore resists +20% nature +5% lightning On-Hit (Melee): * 20% chance to slow global speed by 47% defense ------ Armor +1 Fatigue +1% A cap made of leather. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex offense ------ Accuracy +16 (+4 eff.) defense ------ Armor +2 Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +25% Unarmed combat: Weapon Damage 116% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +12 Ignore Armor +3 Critical Rate +9.0% Attack Speed 100% On Hit: 10% Perfect Control level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T3 wand charm [Ego+] Arcane While equipped: other ------- Wards +2 arcane +4 cold +3 darkness +3 nature Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 64 lightning damage and will be dazed for 1 turn (320 total damage) Puts all charms on 11 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Cun +5 Dex offense ------ Damage +13% darkness Accuracy +7 (+1 eff.) defense ------ Resistance +26% darkness Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Ego] Master While equipped: Stats +4 Cun defense ------ Defense +8 (+2 eff.) Life +32.00 Disarm Resist +35% Pinning Resist +36% Knockbk Resist +26% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Ego++] Arcane/Nature While equipped: Stats +13 Lck +5 Con offense ------ Ignore resists +7% acid +7% blight Accuracy +5 (+1 eff.) When Hit 10 bleed defense ------ Defense +9 (+2 eff.) Resist unseen 11% Amulets make your neck look great! |
In main hand | ![]() 1.0 Encumbrance T4 dagger 1H weapon [Ego+] Master Weapon Damage 134% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +8.0% Attack Speed 100% On Critical: * Sunders the enemy's armor for 5 turns. Sharp, short and deadly. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Str offense ------ Physical Power +3 (+1 eff.) defense ------ Resistance +5% arcane +3% nature Crit Resistance 15.00% Physical save +6 (+3 eff.) Life Regen +2.00 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego+] Nature Weapon Damage 104% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 nature On-crit, radius 2 +15 lightning +6 cold While equipped: offense ------ Move Speed +21% Ignore resists +7% lightning +9% cold Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: defense ------ Defense +2 (+0 eff.) Resistance +9% nature Crit Resistance 15.00% Physical save +26 (+10 eff.) Mind save +8 (+4 eff.) Unlife -50.00 life Life Regen +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T4 cloth armor [Ego+] Arcane While equipped: offense ------ Critical power +20.00% Spellpower +8 (+4 eff.) Damage +10% darkness Ignore resists +5% all defense ------ Resistance +15% darkness +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 341 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 240 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. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Ardent Watcher Ardent Watcher0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Nature While equipped: Stats +1 Dex +3 Wil +4 Cun offense ------ Against +10% Demon defense ------ Resistance +5% acid +5% cold +5% physical other ------- Stamina/turn +0.40 Max stamina +10.00 Telepathy Demon Telepath range +10 Remnant from an order obsessed with watching the skies for the demon menace, they failed to prepare for more terrestrial threats. |
Bloodfire Whorl Bloodfire Whorl0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Master While equipped: offense ------ Spellpower/crit +3 When Hit 7 fire defense ------ Fatigue -4% Resistance +6% nature +5% physical Life +12.00 Life Regen +3.00 other ------- Talents +1 Inner Flame Inner Flame: The magic in your blood and fire in your heart empowers you, increasing Fire Resistance by -2.36%, Fire Affinity by -1.50%, and Fire Damage by -2.75%. This bonus is based on your current life and Magic stat A mesmerizing orange gem is set into this silver necklace. The spiralling glow within seems to pulse in tune with your heartbeat. |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego] Arcane/Master While equipped: Stats +6 Mag defense ------ Resistance +11% nature +7% physical Life +10.00 Life Regen +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: other ------- Masteries +0.11 Cunning/Artifice Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +15% cold +10% temporal Pinning Resist +20% Knockbk Resist +25% other ------- Breathe water Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +11% blight defense ------ Resistance +11% blight Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Damage +11% darkness defense ------ Resistance +22% darkness Physical save +8 (+4 eff.) Spell save +7 (+7 eff.) Mind save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: offense ------ Ignore resists +3% blight defense ------ Disease Resist +24% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Nature While equipped: Stats +5 Con defense ------ Physical save +10 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str offense ------ Damage +11% darkness defense ------ Armor +4 Resistance +22% darkness Rings make your fingers look great! |
![]() 3.0 Encumbrance T4 battleaxe 2H weapon Reqs Str 35 [Ego+] Master Weapon Damage 155% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% While equipped: offense ------ Ignore resists +13% physical Accuracy +26 (+6 eff.) Ignore Armor +14 Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Rare] Master Weapon Damage 117% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-crit, radius 2 +8 light On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +11.0% defense ------ Resistance +6% acid +18% cold +6% nature +6% lightning Healmod +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Sharp, short and deadly. |
Crystallized Aether Shard (104% power, 10 apr) Crystallized Aether Shard (104% power, 10 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 105% Range: 1.0x-1.3x Uses 0% Cun, 50% Mag, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +15.0% Attack Speed 100% On-hit +20 arcane While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% arcane Damage Avoidance +10% other ------- Light +1 This jagged crystal glows with an unearthly light. A strip of leather is wrapped around one end, as a handle. When you hold it, your hand begins to glow with the same light. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego] Arcane/Master Weapon Damage 170% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On Hit: * 25% chance to afflict the target with Wasting, causing 60 Temporal damage over 5 turns. While equipped: offense ------ Physical Power +9 (+3 eff.) Damage +19% temporal Massive two-handed swords. |
![]() 3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego++] Master Weapon Damage 126% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% Damage Against +9% Vermin +10% Spiderkin On Critical: * Strike your target with a blast of Fire dealing 82 damage (based on Cunning and Magic). If the target is an insect or a spider, they will also begin to Burn for the same amount of damage. While equipped: Stats +3 Dex offense ------ Critical power +13.00% Combat Speed +10% Accuracy +7 (+1 eff.) Sharp, long, and deadly. |
![]() 1.0 Encumbrance T3 belt armor [Ego++] Nature/Master While equipped: Stats +3 Wil +5 Cun +4 Con offense ------ Mindpower +7 (+3 eff.) Against +18% Summoned defense ------ Resist Against +15% Summoned Mind save +6 (+3 eff.) A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Ego+] Arcane/Psionic While equipped: offense ------ On-Hit 10 manaburn arcane 8 fire burn On-Ranged-Hit 8 manaburn arcane 5 fire burn Damage +7% fire burn +7% manaburn arcane defense ------ Defense +2 (+0 eff.) Ranged Defense +8 (+2 eff.) Resist unseen 8% other ------- Telepathy Undead Telepath range +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag offense ------ Spellpower +12 (+6 eff.) Damage +20% fire Ignore resists +20% fire When Hit 18 fire defense ------ Armor +2 Defense +15 (+3 eff.) Resistance +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +11% blight +15% all Life +58.00 Life Regen +3.80 Healmod +17% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.5 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Dex +5 Mag +6 Wil +3 Cun offense ------ Spellpower +6 (+3 eff.) On-Hit 4 arcane Damage +5% arcane defense ------ Armor +2 Fatigue +3% Resistance +5% arcane Physical save +7 (+4 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 121% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +9 Critical Rate +15.0% Attack Speed 83% On-hit +4 arcane On Hit: 10% Set Up level 3 On Hit: 10% Manathrust level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T3 head armor [Normal] While equipped: defense ------ Armor +3 Fatigue +3% A cap made of leather. |
Norgos's Pelt (3 def, 5 armour) Norgos's Pelt (3 def, 5 armour)9.0 Encumbrance T1 light armor [Unique] Master While equipped: Stats +5 Str +15 Con offense ------ On-Hit 10 % chance to stun defense ------ Armor +5 Defense +3 (+0 eff.) Ranged Defense +10 (+2 eff.) Fatigue +10% Resistance +15% cold other ------- Stamina/turn +1.00 Max stamina +45.00 A barbarian's garb, made from the hide of a giant bear. Despite the fur, it remains constantly cool to the touch. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 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. |
![]() 5.0 Encumbrance T3 book charm [Unique] Psionic While equipped: offense ------ Mindpower +15 (+7 eff.) Damage +25% mind Accuracy +15 (+3 eff.) defense ------ Resistance +20% mind Fear Resist -50% Mental Shielding: Effective talent level: 3.0 Power cost 15 out of 20/20. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. An untitled book, bound in leather, stained now with blood of men, elves, and beasts. There is no writing anywhere between its covers, but you can get lost in the pages for hours. |
![]() 3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +2 Cun +2 Str offense ------ Accuracy +3 (+0 eff.) other ------- Infravision +4 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T3 gross misc [Unique] Unknown While equipped: offense ------ When Hit 25 darkness defense ------ Disarm Resist +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Sigil of the Enclave Sigil of the Enclave2.0 Encumbrance T2 misc tool [Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun +3 Wil other ------- Talents +1 Slayer +1 Spellslinger +1 Arcanist Masteries +0.15 Wild-gift/Venom drake aspect +0.20 Technique/Duelist +0.20 Cunning/Dirty fighting +0.15 Technique/Archery excellence Two talent increases on this item are guaranteed to be ones you know, the other two are random. The provided combination of talents on this item are passives that increase various stats based on the number of enemies around you in a radius of 2. A token carried by agents of the Enclave, a clandestine organization whose members master various disciplines not normally mixed togther. Whoever uesd to hold this sigil clearly didn't make the cut. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 145 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. |
![]() 2.0 Encumbrance 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 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+7 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Rwiai the Cornac Rogue level 10
74th Vengeance 123rd year of Ascendancy at 00:08 see stats
By Rwiai the Cornac Rogue level 20
182nd Vengeance 123rd year of Ascendancy at 00:56 see stats
By Rwiai the Cornac Rogue level 30
235th Vengeance 123rd year of Ascendancy at 11:09 see stats
By Rwiai the Cornac Rogue level 27
235th Vengeance 123rd year of Ascendancy at 08:30 see stats
Log
Rwiai is dazed!
Ghast shrugs off Rwiai's 'Dazed'!
Rwiai is not dazed anymore.
Something hits Rwiai for 58 cold damage.
------Game Turn Changed!------
Something hits Rwiai for 40 cold damage.
Rwiai reacts to damage from Something, mitigating the blow!.
Something hits Rwiai for (55 reacted , -5 stam), 130 cold (130 total damage).
Erupting Shadows hits Rwiai for 14 darkness damage.
Something hits Rwiai for 84 darkness damage.
Bane of Blindness from Orc necromancer hits Rwiai for 27 darkness damage.
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------Player Action Start------
Rwiai casts Rune: Shatter Afflictions.
A shield forms around Rwiai.
Rwiai uses Infusion: Regeneration.
Rwiai starts regenerating health quickly.
Your shield crumbles under the damage!
Rwiai reacts to damage from Something, mitigating the blow!.
Something hits Rwiai for (40 reacted , -5 stam), (92 absorbed) (0 total damage).
The shield around Rwiai crumbles.
Erupting Shadows hits Rwiai for 12 darkness damage.
Something hits Rwiai for 2 darkness damage.
Something misses Rwiai.
Something hits Rwiai for 10 cold damage.
Something hits Rwiai for 51 lightning damage.
Rwiai killed Rwiai!
Rwiai the level 32 cornac rogue was electrocuted to death by himself in some sort of fetish experiment gone wrong on level 1 of Hidden Vault - Fields Outside Derth.
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------Player Action End------