











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Items Vault 1.7.6Donators/Buyers bonus! 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 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 | Cornac |
| Class | Sun Paladin |
| Level / Exp | 18 / 89% |
| Size | medium |
| Lifes / Deaths | Killed by Velildalaith the elven guard at level 18 on the 16th Haze 122nd year of Ascendancy at 03:21 / 1 |
Primary Stats
| Strength | 40 (base 35) |
| Dexterity | 16 (base 10) |
| Constitution | 18 (base 12) |
| Magic | 46 (base 46) |
| Willpower | 14 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | -280/563 |
| Positive | 51/101 |
| Stamina | 161/161 |
| Healing Factor | 1.1811363549267 |
| Regeneration | 2.6575567985851 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 57 |
| Accuracy | 51 |
| Crit Chance | 16% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 15 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +12% |
| Acid | +6% |
| Light | +6% |
| Darkness | +3% |
| Cold | +6% |
| Lightning | +24% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Cold | +20% |
| Acid | +5% |
| Light | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 21.118138619369 (56.297102139833%) |
| Defense | 12 |
| Ranged Defense | 12 |
| Fatigue | 28 |
| Physical Save | 24 |
| Spell Save | 20 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Arcane | + 8%( 70%) |
| Cold | + 27%( 70%) |
| All | + 3%( 70%) |
| Lightning | + 46%( 70%) |
| Light | + 46%( 70%) |
| Temporal | + 9%( 70%) |
| Mind | + 6%( 70%) |
| Fire | + 29%( 70%) |
| Nature | + 12%( 70%) |
Defense: Immunities
| Silence Resistance | 21% |
| Disarm Resistance | 65% |
| Knockback Resistance | 44% |
| Confusion Resistance | 22% |
| Stun Resistance | 50% |
| Pinning Resistance | 47% |
| Instadeath Resistance | 100% |
| Blind Resistance | 61% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 330 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 454% 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 Constitution stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| 3/5 |
| 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 failed to protect the lone alchemist from death by Lady Zoisla the Tidebringer. Escort: lone alchemist (level 2 of Norgos Lair) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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 minotaur nose. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed naga tongue. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed red crystal shard. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * '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 bear paw. | 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 | Grinista the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +1 Dex +3 Con dps ---------- Acc +5 (+1 eff.) Melee Ret 4 acid ----- def ----- Armour +3 Fatigue +2% Die.at -80.00 life Silence- +21% Confus- +22% Stun/Frz- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Murkblight2.0 T1 lite [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 35% ----- def ----- Resists +9% nature Mind.save +3 (+2 eff.) Max.HP +20.00 Stun/Frz- +20% ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Blazequench the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Dex dps ---------- Dmg.mod +9% lightning +12% nature Melee Ret 4 physical ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal Die.at -60.00 life ---------- misc Stam/turn +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Ravenvice the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% darkness Acc +6 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% light +3% acid Phys.save +6 (+3 eff.) Mind.save +5 (+3 eff.) Disarm- +23% Unarmed combat: Power 96% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 Apr +3 Crit +2.0% Atk.spd 83% On Hit: 10% Perfect Control 1 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | steel torque of mindblast 'Obsidiansear' [power 180] (15 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Apr +2 Melee Ret 2 darkness ----- def ----- Die.at -80.00 life Blast the opponent's mind dealing 180 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. 100% to reduce 1 talent cooldowns by 2. 100% to increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring 'Frozenwyrd'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% fire Melee Ret 2 cold ----- def ----- Resists +6% acid Max.HP +20.00 Disarm- +22% Pinning- +21% Knockbk- +22% Rings make your fingers look great! |
| On fingers | Faligar the Chargequarry0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +15% lightning Acc +8 (+2 eff.) ----- def ----- Resists +13% acid +12% fire +13% cold +5% arcane +12% lightning Max.HP +26.00 Disarm- +20% Pinning- +26% Knockbk- +22% Rings make your fingers look great! |
| Around neck | Tureruivon the Blazevault0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con ----- def ----- Defense +5 (+5 eff.) Resists +12% cold +3% light +3% mind Phys.save +3 (+2 eff.) Stun/Frz- +10% Amulets make your neck look great! |
| In main hand | Crooked Club (129% power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 129% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
| Around waist | Koreyadodan the Tideflash1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid +3% cold Res.pen +15% cold On Hit (Melee): * 10% chance to reduce armor by 28% ----- def ----- Resists +15% fire Max.HP +30.00 A belt that goes around your waist. |
| In off hand | Borifast the Shiverwrecker (0 def, 4 armour, 108% power, 39.5 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 108% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 Melee+ +8 light +4 cold On Hit.r1 +12 fire While equipped: dps ---------- Melee+ 6 fire Dmg.mod +6% light +3% cold Res.pen +5% cold On shield block: * Cause enemies within radius 6 to bleed for 174 physical damage over 5 turns (1/turn) Melee Ret 5 fire ----- def ----- Armour +4 Fatigue +8% Resists +17% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Noonpanic' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +25% light +5% acid Melee Ret 6 acid On Hit (Melee): * 20% chance to reduce armor by 28% ----- def ----- Defense +1 (+1 eff.) Resists +3% lightning Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening steel mail armour of Eyal (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Mind.save +10 (+5 eff.) Max.HP +20.00 HP.reg +2.00 Heal.mod +11% A suit of armour made of mail. |
Inventory
copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets make your neck look great! |
warrior's steel amulet of magic (+3)0.1 T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
Bregyfast0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Resists +26% nature Crit.chn- 5.00% ---------- misc Infravis +1 Rings make your fingers look great! |
copper ring of light (+22%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Rings make your fingers look great! |
copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Rings make your fingers look great! |
warrior's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Max.HP +23.00 Disarm- +21% Pinning- +21% Knockbk- +21% Rings make your fingers look great! |
iron battleaxe (104% power, 1 apr)3.0 T1 battleaxe 2H weapon [Normal] Power 105% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
Jetfiend (115% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 115% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +4 darkness While equipped: Stats +1 Dex dps ---------- Dmg.mod +9% physical Apr +1 ----- def ----- Armour +4 Sharp, long, and deadly. |
iron longsword of crippling (101% power, 2 apr)3.0 T1 longsword 1H weapon [Ego+] Master Power 101% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Sharp, long, and deadly. |
flaming steel waraxe of phasing (103% power, 10 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +4.0% Atk.spd 100% Phasing +11% On Hit.r1 +7 fire One-handed war axes. |
Robes of Deflection (0 def, 7 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Armour +7 Hardiness +30% Resists +7% all On Spell Hit: 4% Evasion 1 This set of robes seems to shine with metallic colors. |
Burnbait the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Res.pen +15% acid ----- def ----- Resists +8% fire +6% cold A belt that goes around your waist. |
Blazeserpent the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% lightning Res.pen +20% lightning +5% mind Melee Ret 4 mind ----- def ----- Defense +1 (+1 eff.) Resists +9% lightning +3% mind Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Breguvon' (15 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Defense +15 (+11 eff.) Resists +9% acid +3% blight Mind.save +3 (+2 eff.) HP.reg +4.00 Cut- +10% ---------- misc Infravis +1 A pair of boots made of leather. |
Brandfame the pair of iron boots (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +1 Wil dps ---------- Res.pen +15% fire ----- def ----- Armour +5 Fatigue +2% Resists +3% fire ---------- 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. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+4 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Unarmed combat: Power 107% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 83% Melee+ +10 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
stabilizing rough leather cap of dexterity (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+6 eff.) A cap made of leather. |
Aerebrenor the iron helm (0 def, 4 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Mag +1 Wil ----- def ----- Armour +4 Fatigue +5% Crit.chn- 15.00% ---------- misc Infravis +1 See.Invis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
8 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. |
7 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. |
6 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. |
7 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. |
10 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
139 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Blindsquall the brass lantern2.0 T1 lite [Rare] Arcane While equipped: Stats +1 Wil dps ---------- Dmg.mod +6% darkness Melee Ret 12 fire ----- def ----- Defense +10 (+9 eff.) Resists +5% fire +6% darkness +6% cold Phys.save +3 (+2 eff.) Disarm- +10% ---------- misc Light +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. |
Flashmight the brass lantern2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Resists +6% mind Mind.save +5 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +3 See.Stealth +6 See.Invis +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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(58 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
iron pickaxe 'Glyriatha' (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +9% mind On Hit (Melee): * 20% chance to slow global speed by 35% ----- def ----- Resists +6% cold +6% fire +6% nature +6% darkness Spell.save +9 (+5 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +1 Cun dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +2 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 (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
elm totem of healing [power 110] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By gerb the Cornac Sun Paladin level 18
68th Dusk 122nd year of Ascendancy at 16:06 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By gerb the Cornac Sun Paladin level 10
6th Mirth 122nd year of Ascendancy at 17:05 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By gerb the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 13:55 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By gerb the Cornac Sun Paladin level 9
4th Mirth 122nd year of Ascendancy at 20:42 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By gerb the Cornac Sun Paladin level 17
16th Dusk 122nd year of Ascendancy at 19:48 see stats
Log
Velildalaith the elven guard uses Headshot.
Velildalaith the elven guard's Headshot performs a ranged critical strike against gerb!
Velildalaith the elven guard damages himself through Martyrdom!
gerb HEALS from light damage!
Velildalaith the elven guard's Headshot hits gerb for 298 physical, 11 blight, 12 cold, 7 light, 3 healing, 5 arcane, 4 light, 1 healing, 5 cold (342 total damage) [4 healing].
Velildalaith the elven guard's Headshot hits gerb for 167 physical, 11 blight, 12 cold, 7 light, 3 healing, 5 arcane, 4 light, 1 healing (205 total damage) [4 healing].
gerb hits Velildalaith the elven guard for 22 physical, 1 blight, 2 cold, 1 light, 1 arcane, 0 light, 37 physical, 1 blight, 2 cold, 1 light, 1 arcane, 0 light, 1 cold (70 total damage).
Velildalaith the elven guard damages himself through Martyrdom!
Deep Wound from Velildalaith the elven guard hits gerb for 20 physical damage.
Burning from Velildalaith the elven guard hits gerb for 20 fire damage.
Searing Sight hits Velildalaith the elven guard for 6 light damage.
gerb hits Velildalaith the elven guard for 3 fire, 3 physical (6 total damage).
Velildalaith the elven guard speeds up.
Gerb uses Infusion: Wild.
Gerb lessens the pain.
Gerb casts Healing Light.
gerb receives 121 healing.
Velildalaith the elven guard uses Steady Shot.
Velildalaith the elven guard damages himself through Martyrdom!
Deep Wound from Velildalaith the elven guard hits gerb for 15 physical damage.
Burning from Velildalaith the elven guard hits gerb for 15 fire damage.
Searing Sight hits Velildalaith the elven guard for 6 light damage.
gerb hits Velildalaith the elven guard for 2 fire, 2 physical (5 total damage).
Velildalaith the elven guard is no longer influenced by martyrdom.
Velildalaith the elven guard's Steady Shot performs a ranged critical strike against gerb!
gerb HEALS from light damage!
Velildalaith the elven guard's Steady Shot hits gerb for 152 physical damage.
Velildalaith the elven guard's Steady Shot hits gerb for 103 physical, 8 blight, 9 cold, 6 light, 3 healing, 4 arcane, 3 light, 1 healing (132 total damage) [4 healing].
gerb the level 18 cornac sun paladin was smashed to death by Velildalaith the elven guard on level 2 of Rhaloren Camp.

















































































