











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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:
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 | Male |
| Race | Krog |
| Class | Cursed |
| Level / Exp | 12 / 65% |
| Size | big |
| Lifes / Deaths | Killed by Cyryta the war bear at level 12 on the 15th Dusk 122nd year of Ascendancy at 12:11 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 45 (base 37) |
| Dexterity | 9 (base 10) |
| Constitution | 19 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 37 (base 28) |
| Cunning | 15 (base 10) |
Resources
| Life | -1/397 |
| Hate | 93/104 |
| Equilibrium | 0 |
| Healing Factor | 1.149541941099 |
| Regeneration | 2.5864693674727 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 53 |
| Accuracy | 28 |
| Crit Chance | 4% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 27 |
| Accuracy | 28 |
| Crit Chance | 5% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +14% |
| Lightning | +22% |
| Light | +3% |
| All | 0% |
Offense: Damage Penetration
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 46.335093952971 (47.857809501309%) |
| Defense | 2 |
| Ranged Defense | 2 |
| Fatigue | 16 |
| Physical Save | 28 |
| Spell Save | 23 |
| Mental Save | 26 |
Defense: Resistances
| Darkness | + 24%( 70%) |
| Lightning | + 56%( 70%) |
| Light | + 11%( 70%) |
| Temporal | + 6%( 70%) |
| Blight | 0%( 70%) |
| Physical | + 12%( 70%) |
| Cold | + 13%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 92% |
| Confusion Resistance | 41% |
| Fear Resistance | 41% |
| Knockback Resistance | 41% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 213 life over 5 turns. Its effects scale with your Strength 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 130 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Rampage | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
Quests
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 Possessed. | done |
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 |
Equipment
| On feet | Curethorn (0 def, 15 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Res.pen +15% nature ----- def ----- Armour +15 Resists +6% darkness Phys.save +3 (+2 eff.) HP.reg +2.00 Heal.mod +12% A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- 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 | 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. |
| On hands | sand rough leather gloves (0 def, 6 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +4% physical ----- def ----- Armour +6 Unarmed combat: Power 92% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit.r1 +6 physical On Crit.r2 +6 physical On Hit: 10% Sand Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | overpowered iron torque of psionic shield [power 49] (8/33 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 49 for 5 turns Puts all charms on 33 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Kezilathel the Jetbliss0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning +6% darkness Rings make your fingers look great! |
| On fingers | mule's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Fatigue -4% Resists +22% lightning ---------- misc Max.enc +21 Rings make your fingers look great! |
| Around neck | starlit copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +11% light +12% darkness Blind- +20% Amulets make your neck look great! |
| In main hand | Elugamina the Morningworth (Misfortune) (114% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 114% 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% While equipped: dps ---------- Dmg.mod +3% light Melee Ret 2 light ---------- misc Max.hate +4.00 Curse of Misfortune Sharp, long, and deadly. |
| Around waist | Aerinne1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Cun +3 Wil dps ---------- Against +16% Summoned ----- def ----- Resists +6% temporal Crit.chn- 5.00% D.Red.from +15% Summoned Mind.save +3 (+2 eff.) ---------- misc Mana/turn +0.08 A belt that goes around your waist. |
| In off hand | hateful iron waraxe of massacre (Corpses) (115% power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Master/Psionic Power 115% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 darkness Against +5% Living Curse of Corpses One-handed war axes. |
| Cloak | Glidarin (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Crit.mult +5.00% ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +12% lightning +13% cold Disease- +10% Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable iron mail armour (2 def, 11 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +11 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
Inventory
movement infusion of the warrior (speed 564%; 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 564% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. 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 3; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 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 3 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 25%; magical; dur 2; 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 cure yourself of one random magical effect and reduce all damage taken by 25% for 2 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. |
blink rune (range 4; phase 12; cd 17)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
rogue's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+4 eff.) Blind- +20% ---------- misc Infravis +4 See.Stealth +5 See.Invis +7 Rings make your fingers look great! |
hateful steel longsword of erosion (Corpses) (112% power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Nature/Psionic Power 112% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 darkness +8 nature Against +7% Living Curse of Corpses Sharp, long, and deadly. |
iron longsword of crippling (Nightmares) (102% power, 2 apr)3.0 T1 longsword 1H weapon [Ego+] Master Power 102% 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% Curse of Nightmares Sharp, long, and deadly. |
horrifying mossy mindstar (Madness) (75% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 75% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind 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+ 3 mind 4 darkness Dmg.mod +2% mind +2% darkness ---------- misc Talents +1 Attune Mindstar Curse of Madness 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. |
horrifying mossy mindstar of resolve (Nightmares) (75% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 75% 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: Stats +3 Wil dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Melee+ 3 mind 5 darkness Dmg.mod +3% mind +3% darkness ----- def ----- Spell.save +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Curse of Nightmares 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. |
Shinebiter the elm vilestaff (Madness) (100% power, 2 apr, fire element)5.0 T1 staff 2H weapon Reqs Mag 11 [Rare] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +3 (+3 eff.) Dmg.mod +6% light +10% fire ----- def ----- Defense +10 (+10 eff.) Resists +6% nature Blind- +10% ---------- misc Talents +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
linen cloak 'Blazebraze' (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% mind Melee Ret 10 mind ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +15% lightning +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven woollen robe of protection (2 def, 2 armour)2.0 T2 cloth armor [Ego] Master/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) ----- def ----- Armour +2 Defense +2 (+2 eff.) Resists +9% all Phys.save +16 (+8 eff.) Mind.save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots 'Kindlejam' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% light Res.pen +10% nature +20% cold ----- def ----- Armour +3 Fatigue -3% Resists +6% light Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 Light +2 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 'Splendourhack' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Wil dps ---------- Crit.mult +15.00% Dmg.mod +3% mind Res.pen +5% light ----- def ----- Armour +3 Fatigue -2% Phys.save +6 (+3 eff.) Mind.save +12 (+6 eff.) ---------- misc Max.enc +23 Psi/ret +0.04 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Airreek (0 def, 11 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.crit +2.0% Res.pen +5% nature Melee Ret 4 lightning ----- def ----- Armour +11 Fatigue +5% ---------- misc Max.stam +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Sunquencher the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Acc +20 (+10 eff.) Melee Ret 2 light 2 physical ----- def ----- Armour +1 Fatigue +1% Resists +6% cold ---------- misc Breathe water A cap made of leather. |
iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Layaldatira' (1 def, 6 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +3% physical ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +9% lightning +6% fire +1% physical +5% cold Silence- +10% A pointy cloth hat, very wizardly... |
impenetrable steel mail armour of clarity (2 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: ----- def ----- Armour +11 Defense +2 (+2 eff.) Fatigue +12% Resists +6% mind Mind.save +11 (+6 eff.) A suit of armour made of mail. |
Salyselaith the Earthfoe (12 def, 10 armour)9.0 T2 light armor [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Dmg.mod +3% nature +6% darkness On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Armour +10 Defense +12 (+12 eff.) Fatigue +7% Resists +5% acid +5% cold +6% nature Mind.save +24 (+12 eff.) ---------- misc Breathe water A suit of armour made of leather. |
windwalling steel shield (0 def, 4 armour, 116% power, 39 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Psionic When used to Attack: Power 116% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +39 Melee+ +10 physical While equipped: Stats +1 Wil ----- def ----- Armour +4 Fatigue +8% Resists +11% physical Shield.near.proj +32 Proj.slow +18% ---------- misc Talents +1 Block Handheld deflection devices. |
4 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. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 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. |
brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- 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. |
survivor's brass lantern2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +11% ---------- 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
elm totem of healing 'Torchthorn' [power 110] (8/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind Res.pen +10% blight Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
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. |
4 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. |
2 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. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Gorok the Enraged the Krog Cursed level 10
9th Flare 122nd year of Ascendancy at 17:27 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Gorok the Enraged the Krog Cursed level 8
3rd Mirth 122nd year of Ascendancy at 02:23 see stats
Log
Yvathra the black bear uses Battle Shout.
Melee retaliation hits Arytira the wolf for 2 light damage.
Arytira the wolf hits Gorok the Enraged for 24 physical, 3 darkness (27 total damage).
Gorok the Enraged has shrugged off 23 damage and is ready for more.
Gorok the Enraged stops regenerating health quickly.
Bleeding from Cyryta the war bear hits Gorok the Enraged for (9 rampage shugs off), 0 physical (0 total damage).
Poison from Cyryta the war bear hits Gorok the Enraged for (9 rampage shugs off), 0 nature (0 total damage).
Gorok the Enraged is no longer sleeping.
Cyryta the war bear uses Block.
You are unable to move!
You are unable to move!
You are unable to move!
You are unable to move!
You are unable to move!
Gorok the Enraged hits Cyryta the war bear for (4 blocked), 0 physical (0 total damage).
Gorok the Enraged hits Arytira the wolf for 7 physical, 10 physical, 3 physical (21 total damage).
Melee retaliation hits Arytira the wolf for 2 light damage.
Arytira the wolf hits Gorok the Enraged for (4 rampage shugs off), 54 physical, 3 darkness (57 total damage).
Gorok the Enraged has shrugged off 23 damage and is ready for more.
Gorok the Enraged is no longer pinned.
Talent Wrath of the Wilds is ready to use.
Bleeding from Cyryta the war bear hits Gorok the Enraged for 9 physical damage.
Poison from Cyryta the war bear hits Gorok the Enraged for 9 nature damage.
Cyryta the war bear uses Disarm.
Cyryta the war bear hits Gorok the Enraged for (23 rampage shugs off), 5 physical (5 total damage).
Melee retaliation hits Cyryta the war bear for 1 light damage.
Gorok the Enraged the level 12 krog cursed was shattered to death by Cyryta the war bear on level 1 of Norgos Lair.
Cyryta the war bear prepares for the next kill!
Cyryta the war bear is no longer being stalked by Gorok the Enraged.























































































