











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.2This 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 Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Annoying Sounds Fix 1.7.2This game is filled with super loud sounds that are played far too frequently. This mod should fix that. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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. Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 | Halfling |
| Class | Rogue |
| Level / Exp | 18 / 55% |
| Size | small |
| Lifes / Deaths | Killed by Lisurinn the gigantic gravity worm at level 18 on the 10th Allure 123rd year of Ascendancy at 12:50 / 1 |
Primary Stats
| Strength | 17 (base 13) |
| Dexterity | 57 (base 34) |
| Constitution | 27 (base 10) |
| Magic | 16 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 68 (base 46) |
Resources
| Life | -14/526 |
| Stamina | 163/213 |
| Healing Factor | 1.1386945338482 |
| Regeneration | 7.3445797433209 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 42.724250866975 |
| See Invisible | 51.724250866975 |
Offense: Mainhand
| Damage | 16 |
| Accuracy | 54 |
| Crit Chance | 27% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 28 |
| Accuracy | 54 |
| Crit Chance | 29% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +4% |
| Darkness | +9% |
| Fire | +14% |
| Cold | +11% |
| All | 0% |
Offense: Damage Penetration
| Light | +10% |
Defense: Base
| Armour (hardiness) | 15 (38.594633868923%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 16 |
| Spell Save | 14 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Blight | + 17%( 70%) |
| Physical | + 5%( 70%) |
| Cold | + 43%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 13%( 70%) |
| Temporal | + 15%( 70%) |
| Darkness | + 29%( 70%) |
| Fire | + 28%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 83% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 129 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 107 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| 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 164 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 650% 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 Cunning stat. |
Class Talents
| Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Cunning 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' 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 length of troll intestine. * You've found the needed xorn fragment. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' | 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 | Phoenixvein the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +1 Dex +3 Cun dps ---------- Dmg.mod +3% fire ----- def ----- Armour +1 Resists +6% nature +3% cold ---------- misc Stam/turn +0.50 Max.stam +12.00 A pair of boots made of leather. |
| Light source | brass lantern 'Hurayamahell'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Mind.crit +1% Apr +2 Melee Ret 4 physical ----- def ----- Resists +6% darkness +6% lightning Max.HP +43.00 ---------- misc Equi/ret +0.04 Max.hate +2.00 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. |
| On head | rough leather cap 'Mayussra' (5 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Phys.pwr +20 (+10 eff.) Acc +15 (+5 eff.) On Melee Ret: * 11% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Defense +5 (+1 eff.) Fatigue +1% Resists +6% acid +3% lightning HP.reg +4.00 ---------- misc Max.stam +20.00 A cap made of leather. |
| On hands | Barkwyrd the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +3 Dex +3 Mag +2 Cun dps ---------- Melee+ 7 acid Dmg.mod +4% acid On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Armour +1 Resists +6% acid ---------- misc See.Invis +9 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 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 8 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. |
| On fingers | Salemille the Ashorder0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Dex +4 Con dps ---------- Dmg.mod +11% fire Res.pen +10% light ----- def ----- Resists +25% fire ---------- misc Infravis +3 Rings make your fingers look great! |
| On fingers | copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings make your fingers look great! |
| Around neck | Nerotira the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +5 Dex +3 Con dps ---------- Phys.crit +2.0% ----- def ----- Resists +1% physical +11% temporal Pinning- +22% Knockbk- +23% Amulets make your neck look great! |
| In main hand | enhanced iron longsword (103% power, 2 apr)3.0 T1 longsword 1H weapon [Ego+] Nature Power 104% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +4 Str +5 Dex +3 Mag +3 Wil +3 Cun +3 Con Sharp, long, and deadly. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +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. |
| In off hand | iron dagger 'Earoldil' (101% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Psionic Power 101% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 mind On Hit: * 11% chance to reduce all saves and defense by 22 While equipped: Stats +2 Cun +1 Wil ----- def ----- Armour +4 Resists +3% darkness +9% nature Knockbk- +20% Def/telep +5 Res/telep +5% Dur/telep +5% Sharp, short and deadly. |
| Cloak | Jetwedge the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +1 Wil +2 Cun +3 Con dps ---------- Dmg.mod +9% darkness ----- def ----- Defense +1 (+0 eff.) Resists +3% darkness ---------- misc Light +2 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 'Branyvor' (6 def, 4 armour)9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +2 Dex +2 Wil +3 Con dps ---------- Spell.pwr +5 (+3 eff.) Melee Ret 2 arcane ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +14% blight +16% cold +14% darkness HP.reg +2.20 ---------- misc Stam/turn +0.70 Light +2 A suit of armour made of leather. |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the duelist (heal 171; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 171 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the titan (heal 101; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 101 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the sneak (die at -564; dur 6; cd 25)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous 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 -564 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1142 life, 12 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. |
movement infusion of the duelist (speed 620%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 620% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 16%; mental; dur 4; cd 13)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 20%; physical; dur 4; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd 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 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 19%; physical; dur 3; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd 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 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the sneak (absorb 125; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 125 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 211; dur 3; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 211 damage for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
flaming steel mace of massacre (117% power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane/Master Power 117% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit.r1 +8 fire Blunt and deadly. |
elemental steel waraxe of massacre (115% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Arcane/Master Power 115% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * Create an explosion dealing 29 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +11% cold Res.pen +8% cold One-handed war axes. |
manaburning steel dagger of erosion (107% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Nature/Disrupt Power 107% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 nature On Hit: * 11 arcane resource burn Sharp, short and deadly. |
steel dagger of massacre (117% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 117% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
horrifying mossy mindstar (72% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 72% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Melee+ 4 mind 4 darkness Dmg.mod +2% mind +2% darkness ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of life (94% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Max.HP +13.00 HP.reg +0.50 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Delysafast the ash longbow4.0 T2 longbow 2H weapon Reqs Shoot [Random Unique] Nature/Disrupt/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: * 20% chance to slow global speed by 48% While equipped: Stats +5 Con dps ---------- Phys.crit +5.0% Acc +9 (+3 eff.) ----- def ----- Resists +15% acid +3% darkness +14% lightning +15% fire +14% cold +5% all Spell.save +9 (+7 eff.) ---------- misc Masteries +0.15 Wild-gift/Fungus Regenerate 68 life over 5 turns Puts all charms on 17 cooldown Longbows are used to shoot arrows at your foes. |
mighty ash longbow of piercing4.0 T2 longbow 2H weapon Reqs Shoot [Ego+] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+4 eff.) Res.pen +11% all Acc +11 (+4 eff.) Apr +9 Longbows are used to shoot arrows at your foes. |
throat-seeking ash longbow4.0 T2 longbow 2H weapon Reqs Shoot [Ego+] Disrupt Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +11 nature On Crit: * silences the target While equipped: dps ---------- Res.pen +8% nature Longbows are used to shoot arrows at your foes. |
steady cured leather sling of acid4.0 T2 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +7 acid While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +11% acid Acc +6 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
pouch of dwarven-steel shots of crippling (16/16, 138% power, 3 apr)3.0 T3 shot ammo [Ego+] Master Power 138% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +12.0% Capacity 16 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
reinforced steel shield of cold resistance (+17%) (0 def, 5 armour, 67.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +5 Fatigue +8% Resists +17% cold ---------- misc Talents +1 Block Handheld deflection devices. |
rough leather armour 'Sunbone' (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+3 eff.) Apr +2 ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +6% light +6% physical Phys.save +14 (+9 eff.) ---------- misc Stam/turn +3.00 A suit of armour made of leather. |
radiant cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +14% blight +12% darkness ---------- misc Light +1 A suit of armour made of leather. |
rejuvenating cured leather armour of fire resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +18% fire HP.reg +3.70 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
Hellsrot the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Str +3 Dex dps ---------- Phys.pwr +4 (+2 eff.) Melee Ret 4 darkness ----- def ----- Resists +9% fire Spell.save +6 (+6 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Murkschism the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Str +2 Dex +5 Mag +2 Con dps ---------- Res.pen +5% darkness ----- def ----- Resists +5% light +6% darkness A belt that goes around your waist. |
Skyorder (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +3 Str +2 Mag +1 Wil +1 Cun dps ---------- Dmg.mod +6% mind Melee Ret 4 lightning ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+6 eff.) 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. |
linen cloak 'Grinuziladur' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +1 (+0 eff.) Resists +9% mind +3% temporal Spell.save +6 (+6 eff.) HP.reg +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lorakalthosus the Glimmerrot (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Cun +1 Str dps ---------- On Hit (Melee): * 20% chance to reduce armor by 22% ----- def ----- Armour +1 Resists +3% light ---------- misc Stam/turn +0.40 Max.stam +13.00 A pair of boots made of leather. |
Velygawen the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Dex +2 Wil dps ---------- Res.pen +10% blight Acc +5 (+2 eff.) Melee Ret 6 physical ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +6% cold ---------- misc Max.stam +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Zubenne (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Mind.pwr +10 (+5 eff.) ----- def ----- Armour +3 Fatigue +2% Resists +6% acid +6% fire +5% arcane +6% cold Die.at -60.00 life Teleport- +10% ---------- misc Max.hate +8.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Arildagata' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Mag +1 Wil +2 Con ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +11.00 Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
cinder rough leather gloves of magic (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Melee+ 5 fire Dmg.mod +3% arcane +3% fire ----- def ----- Armour +1 Resists +5% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Arthadraneg' (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +4 Str +4 Dex dps ---------- Phys.crit +2.0% Acc +26 (+8 eff.) ----- def ----- Armour +1 Phys.save +5 (+4 eff.) Mind.save +6 (+3 eff.) Disarm- +21% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Isyta (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +6 Str +3 Dex dps ---------- Phys.pwr +5 (+3 eff.) Res.pen +15% physical Apr +1 ----- def ----- Armour +1 Fatigue +1% ---------- misc Max.stam +10.00 A cap made of leather. |
Willowbringer (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +5 Dex +1 Wil +2 Cun dps ---------- Dmg.mod +6% nature Res.pen +5% light Apr +5 ----- def ----- Armour +1 Fatigue +1% ---------- misc See.Invis +9 A cap made of leather. |
miner's rough leather cap of dexterity (+3) (0 def, 2 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +2 A cap made of leather. |
Balerand (0 def, 6 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +6 Fatigue +5% Resists +3% darkness Mind.save +12 (+6 eff.) Die.at -40.00 life HP.reg +2.00 ---------- misc Max.stam +10.00 Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 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. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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. |
3 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. |
9 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. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
130 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. |
brass lantern 'Rimeripper'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +5% cold ----- def ----- Resists +6% mind +3% nature Phys.save +9 (+6 eff.) Max.HP +40.00 ---------- 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. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 21 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 68.49 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 68.49 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Strikemortal the iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% lightning Res.pen +5% lightning +15% blight Melee Ret 6 light ----- def ----- Fatigue -5% Resists +6% lightning While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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 'Duskbliss' [power 110] (13 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +3 Str +1 Dex dps ---------- Mind.crit +2% Mind.pwr +5 (+3 eff.) Res.pen +15% darkness ----- def ----- Crit.dmg- 15.00% Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By k n i v e s 4 u the Halfling Rogue level 14
57th Haze 122nd year of Ascendancy at 11:09 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By k n i v e s 4 u the Halfling Rogue level 10
2nd Mirth 122nd year of Ascendancy at 12:16 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By k n i v e s 4 u the Halfling Rogue level 7
77th Pyre 122nd year of Ascendancy at 20:17 see stats
Log
Poison from Giant spider hits k n i v e s 4 u for (21 absorbed), 0 nature (0 total damage).
Your shield crumbles under the damage!
The shield around k n i v e s 4 u crumbles.
K n i v e s 4 u stops being poisoned.
K n i v e s 4 u slows down.
Crippling Poison from Lisurinn the gigantic gravity worm hits k n i v e s 4 u for (16 absorbed), 0 physical, (5 absorbed), 22 nature (22 total damage).
Talent Fan of Knives is ready to use.
Talent Tumble is ready to use.
Crippling Poison from Lisurinn the gigantic gravity worm hits k n i v e s 4 u for 16 physical, 26 nature (42 total damage).
The unstable sand tunnel collapses!
Something shoves Lisurinn the gigantic gravity worm aside.
Talent Venomous Throw is ready to use.
Talent Venomous Strike is ready to use.
Crippling Poison from Lisurinn the gigantic gravity worm hits k n i v e s 4 u for 16 physical, 26 nature (42 total damage).
Something shoves Ritch flamespitter aside.
Talent Infusion: Regeneration is ready to use.
Ritch flamespitter spits flames!
Crippling Poison from Lisurinn the gigantic gravity worm hits k n i v e s 4 u for 16 physical, 26 nature (42 total damage).
Ritch flamespitter hits k n i v e s 4 u for 59 fire damage.
K n i v e s 4 u fails to use Infusion: Regeneration.
Velenne the sandworm destroyer summons a War Hound!
Lisurinn the gigantic gravity worm misses k n i v e s 4 u.
Velenne the sandworm destroyer summons a Spider!
Crippling Poison from Lisurinn the gigantic gravity worm hits k n i v e s 4 u for 16 physical, 26 nature (42 total damage).
k n i v e s 4 u the level 18 halfling rogue was splurged to death by Lisurinn the gigantic gravity worm on level 2 of Sandworm lair.































































































