









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Archer |
| Level / Exp | 26 / 24% |
| Size | small |
| Lifes / Deaths | Killed by elven cultist at level 26 on the 7th Decay 122nd year of Ascendancy at 21:16 / 1 |
Primary Stats
| Strength | 56 (base 45) |
| Dexterity | 65 (base 54) |
| Constitution | 23 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 45 (base 10) |
| Cunning | 33 (base 15) |
Resources
| Life | -197/462 |
| Stamina | 190/276 |
| Healing Factor | 1.1099022211821 |
| Regeneration | 0.27747555529554 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +104% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 4 |
| See Stealth | 10 |
| See Invisible | 10 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 113 |
| Accuracy | 51 |
| Crit Chance | 18% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10.5 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +17% |
| Blight | +3% |
| Arcane | +11% |
| Mind | +9% |
| All | 0% |
| Darkness | +17% |
| Temporal | +13% |
| Physical | +20% |
| Cold | +20% |
| Fire | +8% |
| Nature | +5% |
Offense: Damage Penetration
| Darkness | +20% |
| Blight | +5% |
| Physical | +11% |
| Cold | +10% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 29 (69.687909656376%) |
| Defense | 61 |
| Ranged Defense | 61 |
| Fatigue | 0 |
| Physical Save | 39 |
| Spell Save | 33 |
| Mental Save | 41 |
Defense: Resistances
| Mind | + 25%( 70%) |
| Acid | + 39%( 70%) |
| Light | + 31%( 70%) |
| Darkness | + 40%( 70%) |
| Cold | + 35%( 70%) |
| Physical | + 26%( 70%) |
| Fire | + 42%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 55% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 281 life over 5 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 625% 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 Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed honey tree root. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed red crystal shard. * You've found the needed giant spider spinneret. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed vial of squid ink. * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of iron boots 'Gloryrata' (20 def, 13 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Critical power +5.00% Physical Power +25 (+7 eff.) Damage +6% acid defense ------ Armor +13 Defense +20 (+5 eff.) Fatigue +2% Physical save +3 (+1 eff.) other ------- Stamina/turn +0.40 Max stamina +14.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Quiver of the Sun (16/25, 34-48 power, 15 apr)3.0 Encumbrance T4 arrow ammo [Unique] Arcane Weapon Damage 34.0 - 47.6 Bright light Uses 60% Dex, 20% Mag, 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +2.0% Capacity 25 Projectile Speed +300% On-ranged-hit +25 item light blind On Hit: * 25% chance to blind Shoots beams through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
| Light source | Islisemina the alchemist's lamp1.0 Encumbrance T3 lite [Random Unique] Nature/Psionic While equipped: Stats Wil +9 offense ------ Physical Crit +7.0% Critical power +24.00% Physical Power +12 (+3 eff.) Damage +3% arcane When Hit 4 arcane On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 6 defense ------ Defense +7 (+2 eff.) Physical save +12 (+4 eff.) Spell save +10 (+5 eff.) Mind save +12 (+4 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats Str +5, Wil +4, Con +5 offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+6 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Koridar [power 230] (12/15 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Spellpower +5 (+1 eff.) Spellpower/crit +4 Damage +3% blight Ignore resists +5% blight When Hit 4 arcane Heal yourself and all friendly characters within 10 spaces for 230 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring 'Issokan'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats Con +2 offense ------ Mind Crit +3% Critical power +15.00% defense ------ Physical save +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | warrior's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats Str +4 defense ------ Armor +8 Rings make your fingers look great! |
| Around waist | Grinygakan the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats Dex +5, Cun +7, Lck +7 offense ------ Mind Crit +2% Damage +9% mind defense ------ Resistance +18% acid, +12% mind Mind save +6 (+2 eff.) Stealth +6 other ------- Disarm Traps +5 Infravision +4 A belt that goes around your waist. |
| In main hand | Umbraclamor the yew longbow4.0 Encumbrance T3 longbow 2H weapon [Random Unique] Nature/Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-crit, radius 2 +8 darkness While equipped: Stats Str +5, Dex +3, Wil +11 Con +11 offense ------ Physical Power +12 (+3 eff.) Ignore resists +11% physical defense ------ Resistance +15% darkness Life +24.00 Longbows are used to shoot arrows at your foes. |
| On hands | Spellhunt Remnants (1 def, 2 armour)1.5 Encumbrance T1 hands armor [Unique] Disrupt/Master While equipped: Stats Cun +2, Wil +2 offense ------ Mind Crit +3% Mindpower +4 (+2 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+1 eff.) Spell save +4 (+2 eff.) Life +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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. |
| Main armor | timebroken cashmere robe of alchemy (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Arcane While equipped: Stats Mag +3, Wil +3 offense ------ Spell Crit +3% Spellpower +4 (+1 eff.) Damage +11% acid, +13% temporal +8% fire, +8% cold +8% arcane, +10% physical defense ------ Resistance +10% acid, +13% physical +13% fire, +12% cold +11% all other ------- Max mana +10.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Glacierdare (11 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: offense ------ Damage +17% darkness, +12% cold Ignore resists +20% darkness, +10% cold defense ------ Defense +11 (+3 eff.) Resistance +12% cold, +19% fire +19% light, +15% darkness Stealth +35 Life +52.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
savage's gold ring of darkness (+28%)0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats Con +3 offense ------ Damage +14% darkness defense ------ Resistance +28% darkness Spell save +13 (+7 eff.) other ------- Max stamina +14.00 Rings make your fingers look great! |
balanced stralite battleaxe of enduring (44-66 power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Ego+] Nature/Master Weapon Damage 44.0 - 66.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% While equipped: Stats Con +14, Wil +12 offense ------ Accuracy +12 (+4 eff.) defense ------ Defense +10 (+3 eff.) Life +14.00 Disarm Resist +53% Massive two-handed battleaxes. |
chilling stralite dagger of daylight (28-36 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego] Arcane Weapon Damage 27.5 - 35.8 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +9 light, +16 cold Damage Against +12% Undead Sharp, short and deadly. |
chilling stralite greatsword of projection (48-77 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon [Ego+] Arcane/Psionic Weapon Damage 48.0 - 76.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-hit +24 cold On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed swords. |
mighty elven-wood longbow of fire4.0 Encumbrance T4 longbow 2H weapon [Ego] Arcane/Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On-ranged-hit +20 fire While equipped: Stats Str +5 offense ------ Physical Power +11 (+3 eff.) Damage +20% fire Longbows are used to shoot arrows at your foes. |
Bolbum's Big Knocker (64-77 power, 10 apr, physical element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 38 [Unique] Arcane Weapon Damage 64.0 - 76.8 Physical Uses 140% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +10 Attack Speed 100% On-hit +10% confusion While equipped: offense ------ Spell Crit +18% Spellpower +12 (+3 eff.) Damage +20% physical Accuracy +7 (+2 eff.) other ------- Masteries +0.20 Spell/Staff combat Channel Staff: Effective talent level: 2.0 Power cost 9 out of 20/20. Range 8 Travel.spd 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
nightruned hardened leather belt of the giants1.0 Encumbrance T3 belt armor [Ego] Arcane/Master While equipped: offense ------ Physical Power +2 (+1 eff.) defense ------ Resistance +8% light, +7% darkness Spell save +8 (+4 eff.) other ------- Size +1 A belt that goes around your waist. |
murderer's cashmere cloak of the voidstalker (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Master While equipped: Stats Cun +2, Dex +2 offense ------ Accuracy +5 (+1 eff.) Ignore Armor +6 defense ------ Defense +2 (+1 eff.) Resistance +13% darkness, +18% temporal Out-of-Phase Defense +12 Out-of-Phase Resistance +12% Out-of-Phase Resilience +10% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shimmering silk robe of corrosion (+28%) (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego] Arcane/Nature While equipped: offense ------ Damage +19% acid, +22% arcane defense ------ Resistance +28% acid, +13% all other ------- Max mana +50.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of hardened leather boots of rushing (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats Str +2, Con +3 defense ------ Armor +3 Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of iron boots 'Zeroblek' (0 def, 5 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats Str +1 offense ------ Physical Power +15 (+4 eff.) Accuracy +10 (+3 eff.) defense ------ Armor +5 Fatigue +2% Resistance +6% lightning, +6% temporal +3% acid Stun Resist +10% other ------- Max stamina +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
spellwoven cashmere wizard hat of arcana (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: Stats Mag +4, Wil +4 offense ------ Spell Crit +4% Spellpower +6 (+2 eff.) defense ------ Defense +2 (+1 eff.) other ------- Mana/turn +0.24 A pointy cloth hat, very wizardly... |
Eel-skin armour (16 def, 0 armour)9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats Cun +3, Dex +2 defense ------ Defense +16 (+4 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 43.97 to 131.92 lightning damage (87.95 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
troll-hide hardened leather armour of stability (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Nature/Master While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +6% physical Physical save +11 (+4 eff.) Life +32.00 Life Regen +4.40 Healmod +12% A suit of armour made of leather. |
enlightening stralite plate armour of command (8 def, 20 armour)17.0 Encumbrance T4 massive armor Reqs - Massive armour training [Ego++] Psionic While equipped: Stats Cun +8, Wil +5 defense ------ Armor +20 Defense +8 (+2 eff.) Fatigue +22% Mind save +39 (+13 eff.) A suit of armour made of metal plates. |
9 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
323 alchemist agate0.0 Encumbrance 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. |
2 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 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. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of the Iron Throne (dig speed 15 turns)3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats Str +2 defense ------ Life +25.00 other ------- Max stamina +15.00 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. |
2 emerald0.0 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. |
9 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Beryrion the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats Dex +1, Con +4 offense ------ Physical Crit +1.0% Physical Power +15 (+4 eff.) Ignore Armor +2 defense ------ Life +43.00 other ------- Stamina/turn +1.00 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. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
garnet0.0 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. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
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. |
cleansing stralite torque of clear mind [power 3] (12/25 cooldown)2.0 Encumbrance T4 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
3 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. |
quartz0.0 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. |
7 ametrine0.0 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. |
2 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. |
6 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
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Nielae of the Job the Yeek Archer level 17
48th Dusk 122nd year of Ascendancy at 18:10 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Nielae of the Job the Yeek Archer level 19
77th Dusk 122nd year of Ascendancy at 22:27 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Nielae of the Job the Yeek Archer level 10
9th Flare 122nd year of Ascendancy at 22:08 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Nielae of the Job the Yeek Archer level 20
77th Dusk 122nd year of Ascendancy at 23:54 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Nielae of the Job the Yeek Archer level 21
21st Haze 122nd year of Ascendancy at 15:03 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Nielae of the Job the Yeek Archer level 21
37th Haze 122nd year of Ascendancy at 22:05 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Nielae of the Job the Yeek Archer level 9
6th Flare 122nd year of Ascendancy at 19:57 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Nielae of the Job the Yeek Archer level 15
17th Dusk 122nd year of Ascendancy at 07:01 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Nielae of the Job the Yeek Archer level 18
71st Dusk 122nd year of Ascendancy at 14:59 see stats
Log
Decrepitude Disease from Elven cultist hits Nielae of the Job for 0 blight damage.
Mean looking elven guard recovers sight.
Mean looking elven guard uses Bleeding Edge.
Nielae of the Job is cut deeply.
Mean looking elven guard hits Nielae of the Job for 10 physical damage.
Melee retaliation hits Mean looking elven guard for (9 absorbed), 0 arcane (0 total damage).
Nielae of the Job reacts to damage from Something, mitigating the blow!.
Something hits Nielae of the Job for (115 reacted , -5 stam), 255 lightning (255 total damage).
Nielae of the Job uses Flare.
Nielae of the Job uses Flare.
Mean looking elven guard loses sight!
Decrepitude Disease from Elven cultist hits Nielae of the Job for 35 blight damage.
Deep Wound from Mean looking elven guard hits Nielae of the Job for 20 physical damage.
Nielae of the Job reacts to damage from Something, mitigating the blow!.
Nielae of the Job is afflicted by a weakness disease!
Mean looking elven guard misses Nielae of the Job.
Something hits Nielae of the Job for (37 reacted , -5 stam), 81 blight (81 total damage).
Nielae of the Job uses Headshot.
The shield around mean looking elven guard crumbles.
Nielae of the Job's Headshot hits Mean looking elven guard for (5 absorbed), 260 light (260 total damage).
Nielae of the Job's Headshot killed Mean looking elven guard!
Decrepitude Disease from Elven cultist hits Nielae of the Job for 43 blight damage.
Weakness Disease from Elven cultist hits Nielae of the Job for 42 blight damage.
Deep Wound from Mean looking elven guard hits Nielae of the Job for 29 physical damage.
Elven cultist casts Soul Rot.
Nielae of the Job reacts to damage from Elven cultist's Soul Rot, mitigating the blow!.
Elven cultist's Soul Rot hits Nielae of the Job for (69 reacted , -5 stam), 152 blight (152 total damage).
Nielae of the Job the level 26 yeek archer was fouled to death by an elven cultist on level 1 of Dark crypt.



































































































