











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Decently Generous Levels 1.7.4Is Slightly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Items Vault 1.7.6Donators/Buyers bonus! 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. 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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. Logs in chronological order 1.7.4Makes logs appear in chronological order. More convenient when lots happens in a single turn. 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. 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. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log More Sounds 1.7.6This addon adds new sounds to the game, such as on some talents that don't have an associated sound, and on infliction of certain status effects. Currently adds new sounds to the following: [Status Effects] [Infusions/Runes] [Other] More will be added as I play more. All sounds are fully original and created by me. 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. 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 | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 21 / 63% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 34 (base 20) |
| Dexterity | 59 (base 47) |
| Constitution | 21 (base 10) |
| Magic | 37 (base 22) |
| Willpower | 17 (base 10) |
| Cunning | 59 (base 47) |
Resources
| Life | 550/550 |
| Positive | 110/110 |
| Stamina | 148/148 |
| Equilibrium | 1 |
| Healing Factor | 1.294804467222 |
| Regeneration | 12.143747130606 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +30% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -994 |
| Infravision | 9 |
| See Stealth | 52.881944414149 |
| See Invisible | 52.881944414149 |
| Stealth | 44 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 51 |
| Crit Chance | 43% |
| APR | 21 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 44 |
| Accuracy | 51 |
| Crit Chance | 51% |
| APR | 31 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +13% |
| Light | +10% |
| Temporal | +5% |
| Nature | +15% |
| Mind | +12% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Blight | +15% |
| Darkness | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 13 (49.007671158813%) |
| Defense | 69 |
| Ranged Defense | 69 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 24 |
| Mental Save | 29 |
Defense: Resistances
| Blight | + 14%( 70%) |
| Arcane | + 9%( 70%) |
| Mind | + 27%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 35%( 70%) |
| Light | + 36%( 70%) |
| Temporal | + 16%( 70%) |
| Darkness | + 34%( 70%) |
| Fire | + 14%( 70%) |
| Nature | + 39%( 70%) |
Defense: Immunities
| Disarm Resistance | 48% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 24% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 317 damage for 3 turns. Its effects scale with your Dexterity 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 530% 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 Willpower stat. |
Class Talents
| Cunning / Stealth | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Duelist | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Trapping | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Technique / Throwing knives | 1.50 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Assassination | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Celestial / Chants | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 3/5 |
| 3/5 |
| 4/5 |
| 5/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Effects
| talent | Quickdraw |
| talent | Crippling Poison |
| talent | Stealth |
| talent | Volatile Poison |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 4.1 and stamina regeneration by 1.2. Soothing Darkness |
| beneficial effect | Has 9 throwing knives prepared: 9 KnivesRange: 6 Net Damage: 82 - 115 Accuracy: 67 (knife) APR: 20 Crit Chance: +46% Crit mult: 190% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | Parrying melee and ranged attacks: Has a 48% chance to deflect up to 17 damage from the next 2.7 attack(s). Parried attacks cannot crit. Parrying |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)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 talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 14. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed orc heart. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Gloryrabeth (25 def, 6 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +2 Str offense ------ Physical Crit +3.0% defense ------ Armor +6 Defense +25 (+7 eff.) Crit Resistance 15.00% other ------- Stamina/turn +3.00 Infravision +2 A pair of boots made of leather. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(64 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Berustir the rough leather cap (25 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +4 Dex +3 Wil defense ------ Armor +1 Defense +25 (+7 eff.) Fatigue +1% Mind save +7 (+4 eff.) Life Regen +2.00 Healmod +10% other ------- Light +1 A cap made of leather. |
| On hands | steady dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Psionic While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Armor +2 Fatigue +3% Physical save +5 (+3 eff.) Mind save +5 (+3 eff.) Disarm Resist +23% Unarmed combat: Weapon Damage 119% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Perfect Control level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Siliwen the Woebiter [power 182] (11 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: offense ------ Physical Crit +2.0% Ignore resists +15% blight defense ------ Resistance +3% mind +9% darkness Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 11 turn cooldown 100% to reduce 2 talent cooldowns by 2. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to heal for 53. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold ring 'Venomjam'0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +6 Con offense ------ Physical Power +8 (+3 eff.) Damage +13% lightning +3% fire +15% nature When Hit 2 nature On-Hit (Melee): * 20% chance to slow global speed by 44% defense ------ Resistance +26% lightning +30% nature Rings make your fingers look great! |
| On fingers | Obsidianire of the Blightspawn0.1 Encumbrance T2 ring jewelry [Random Unique] Master/Psionic While equipped: offense ------ Damage +12% mind When Hit: * 22% chance to reduce strength, dexterity, and constitution by 16 * 22% chance to reduce damage dealt by 16% defense ------ Fatigue -6% Resistance +6% lightning +3% light +6% nature +5% arcane +12% mind Life +24.00 Disarm Resist +25% Pinning Resist +25% Knockbk Resist +24% other ------- Encumbrance +24 Rings make your fingers look great! |
| Around neck | gold amulet 'Dimfear'0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +6 Cun +5 Con offense ------ Mind Crit +3% Move Speed +10% Ignore resists +15% darkness defense ------ Fatigue -6% Resistance +9% mind Life Regen +3.00 other ------- Stamina/turn +0.40 Amulets make your neck look great! |
| In main hand | Spellblaze Shard (120% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 121% 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 +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
| Around waist | noble's rough leather belt of burglary1.0 Encumbrance T1 belt armor [Ego++] Master While equipped: Stats +3 Dex +4 Wil +6 Cun +6 Lck offense ------ Against +16% Summoned defense ------ Resist Against +18% Summoned Stealth +6 other ------- Disarm Traps +7 Infravision +4 A belt that goes around your waist. |
| In off hand | Dagger of the Past (129% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 129% 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 +20 Critical Rate +20.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +5% temporal defense ------ Defense +10 (+3 eff.) Spell save +10 (+5 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
| Cloak | cashmere cloak of the voidstalker (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Arcane While equipped: defense ------ Defense +2 (+1 eff.) Resistance +22% darkness +12% temporal Out-of-Phase Defense +19 Out-of-Phase Resistance +11% Out-of-Phase Resilience +18% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 8 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cured leather armour of Toknor (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Master While equipped: offense ------ Physical Crit +3.0% Critical power +11.00% Physical Power +5 (+2 eff.) defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% A suit of armour made of leather. |
Inventory
heroism infusion of the sneak (die at -385; dur 6; cd 29)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 29 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -385 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 385 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
clarifying steel amulet0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +16% mind Confus Resist +23% Amulets make your neck look great! |
copper amulet of the fish0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% cold other ------- Breathe water Amulets make your neck look great! |
gold amulet0.1 Encumbrance T3 amulet jewelry [Normal] Amulets make your neck look great! |
starlit copper amulet of cunning (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +10% light +11% darkness Blind Resist +20% Amulets make your neck look great! |
starlit copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +11% light +12% darkness Blind Resist +20% Amulets make your neck look great! |
steel amulet of healing0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Healmod +11% Cut Resist +40% Heal: Puts all charms on 26 turn cooldown Effective talent level: 3.0 Power cost 26 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 210 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
warrior's copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +6% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
Eremysus the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Critical power +5.00% Accuracy +10 (+3 eff.) Ignore Armor +12 When Hit 4 temporal defense ------ Defense +11 (+3 eff.) Resistance +15% acid Healmod +10% Disarm Resist +10% Confus Resist +10% Disengage: Puts all charms on 8 turn cooldown Effective talent level: 2.6 Power cost 8 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
marksman's gold ring of pilfering0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +2 Dex offense ------ Accuracy +11 (+3 eff.) Ignore Armor +7 defense ------ Defense +10 (+3 eff.) Disengage: Puts all charms on 8 turn cooldown Effective talent level: 2.6 Power cost 8 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
rogue's copper ring of the mountain (+11%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun offense ------ Damage +11% physical defense ------ Defense +6 (+2 eff.) Resistance +11% physical Rings make your fingers look great! |
rogue's steel ring of arcana (+0.10/turn)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun defense ------ Defense +8 (+2 eff.) Silence Resist +24% other ------- Mana/turn +0.10 Rings make your fingers look great! |
treant's steel ring of arcana (+0.14/turn)0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Nature While equipped: defense ------ Resistance +6% nature +6% blight Poison Resist +13% Disease Resist +14% Silence Resist +27% other ------- Mana/turn +0.14 Rings make your fingers look great! |
warrior's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +2 Str defense ------ Armor +4 Rings make your fingers look great! |
wizard's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag defense ------ Spell save +4 (+2 eff.) Rings make your fingers look great! |
wizard's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Rings make your fingers look great! |
steel dagger 'Bognoon' (100% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Master Weapon Damage 100% 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 +8 mind On-Hit, radius 1 +8 mind On-crit, radius 2 +16 nature While equipped: Stats +2 Con offense ------ Mind Crit +2% Physical Power +8 (+3 eff.) Ignore resists +20% cold +8% physical defense ------ Disarm Resist +11% other ------- EQ when Hit +0.16 Sharp, short and deadly. |
Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
noble's rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil offense ------ Against +17% Summoned defense ------ Resistance +6% blight Resist Against +17% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Firewalker (15 def, 2 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 (+4 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. |
focusing woollen robe of alchemy (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +4 Mag +4 Wil offense ------ Damage +6% acid +8% physical +7% fire +6% cold defense ------ Resistance +11% acid +11% physical +11% fire +10% cold +9% all other ------- Mana/turn +0.14 Psi/turn +0.14 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+6 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Unarmed combat: Weapon Damage 126% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +4.0% Attack Speed 83% On-hit +20 lightning On Hit: 20% Chain Lightning level 2 On Hit: 15% Nova level 1 On Spell Hit: 10% Lightning level 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
shielding cashmere wizard hat of arcana (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: Stats +8 Mag +3 Wil offense ------ Spellpower +4 (+2 eff.) defense ------ Defense +2 (+1 eff.) Spell save +7 (+4 eff.) A pointy cloth hat, very wizardly... |
onyx0.0 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. |
7 aquamarine0.0 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. |
4 opal0.0 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. |
7 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Cuthyregosta the iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +4 Dex +3 Wil offense ------ Damage +3% blight When Hit 4 blight defense ------ Fatigue -5% Resistance +3% blight Crit Resistance 15.00% other ------- See Invisibility +6 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Light of Revelation2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invisibility +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Lisythra the brass lantern1.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +4 Mag +3 Wil +3 Cun offense ------ Spellpower +6 (+3 eff.) Mindpower +10 (+5 eff.) Damage +3% mind When Hit 2 mind other ------- Psi when Hit +0.12 Light +5 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. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 15 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)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. |
Transmogrification Chest2.0 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. |
iron torque of clear mind 'Islolemina' [power 1] (18 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 44% * 20% chance to reduce armor by 26% defense ------ Defense +5 (+2 eff.) Resistance +3% acid other ------- Stamina/turn +2.00 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 18 turn cooldown Torques are made by powerful psionics to store psionic powers. |
7 amethyst0.0 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. |
amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.0 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. |
9 zircon0.0 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
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Lira the Cornac Rogue level 20
26th Dusk 122nd year of Ascendancy at 14:03 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Lira the Cornac Rogue level 18
20th Dusk 122nd year of Ascendancy at 10:09 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Lira the Cornac Rogue level 20
26th Dusk 122nd year of Ascendancy at 11:47 see stats
Level 10 (Roguelike)
Got a character to level 10.By Lira the Cornac Rogue level 10
7th Mirth 122nd year of Ascendancy at 09:48 see stats
Level 20 (Roguelike)
Got a character to level 20.By Lira the Cornac Rogue level 20
22nd Dusk 122nd year of Ascendancy at 23:48 see stats
Poisonous (Roguelike)
Sided with the assassin lord.By Lira the Cornac Rogue level 21
51st Dusk 122nd year of Ascendancy at 07:16 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Lira the Cornac Rogue level 7
78th Pyre 122nd year of Ascendancy at 02:53 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Lira the Cornac Rogue level 20
26th Dusk 122nd year of Ascendancy at 14:03 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Lira the Cornac Rogue level 12
2nd Flare 122nd year of Ascendancy at 07:50 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Lira the Cornac Rogue level 17
16th Dusk 122nd year of Ascendancy at 11:38 see stats
Log
You pickup 0.90 gold pieces.
Talent Stealth is ready to use.
Talent Fan of Knives is ready to use.
Lira activates Stealth.
There is a way to the next level here (press '' or right click to use).
Ran for 55 turns (stop reason: at exit).
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the previous level here (press '' or right click to use).
Ran for 69 turns (stop reason: at exit).
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 69 turns (stop reason: at exit).
--------------------------------
You gain 10.25 gold from the transmogrification of evasive ash wand of shielding [power 200] (15 cooldown).
You gain 0.60 gold from the transmogrification of cured leather armour (6 def, 4 armour).
You gain 1.25 gold from the transmogrification of steel mail armour (2 def, 6 armour).
You gain 2.58 gold from the transmogrification of shimmering ash magestaff (111% power, 3 apr, cold element).
You gain 0.50 gold from the transmogrification of ash magestaff (111% power, 3 apr, arcane element).
You gain 2.50 gold from the transmogrification of acidic steel mace of phasing (111% power, 8 apr).
There is a way to the previous level here (press '' or right click to use).
You feel very confident walking into this place.
Saving game...
Saving done.











































































































