









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Automated Portable Extractor (APE) Tweak 1.7.4Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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:
Autotarget Toggle Keybind 1.3.0Adds a keybind to toggle the new auto-accept target option. Set to Alt+F1 by default Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Wanderer |
| Level / Exp | 18 / 59% |
| Size | medium |
| Lifes / Deaths | Killed by Velodhema the mean looking elven guard at level 12 on the 8th Flare 122nd year of Ascendancy at 20:33 / 2Killed by Mayedann the white ooze at level 18 on the 22nd Dusk 122nd year of Ascendancy at 13:37 |
Primary Stats
| Strength | 12 (base 12) |
| Dexterity | 28 (base 12) |
| Constitution | 16 (base 12) |
| Magic | 75 (base 46) |
| Willpower | 37 (base 32) |
| Cunning | 22 (base 12) |
Resources
| Mana | 0/363 |
| Vim | 15/168 |
| Life | -66/463 |
| Insanity | 98/100 |
| Paradox | 554 |
| Hate | 100/100 |
| Healing Factor | 1.0545771506546 |
| Regeneration | 0.26364428766364 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 39 |
| Crit Chance | 8% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 59 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Physical | +9% |
| Fire | +11% |
| Mind | +4% |
| Arcane | +26% |
| Cold | +9% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +10% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 2 (51.69962066283%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 13 |
| Spell Save | 30 |
| Mental Save | 20 |
Defense: Resistances
| Darkness | + 23%( 70%) |
| Mind | + 17%( 70%) |
| Fire | + 24%( 70%) |
| Cold | + 12%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 23% |
| Pinning Resistance | 44% |
| Poison Resistance | 10% |
| Knockback Resistance | 23% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 417 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 95 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 Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 190 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 292 damage for 3 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 475 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Meta | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Infernal combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Nether | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Fears | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Chronomancy / Fate Weaving | 1.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Corruption / Curses | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Dexterity 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 Possessed. | 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 |
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 | Korilar the pair of rough leather boots (20 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex ----- def ----- Armour +1 Defense +20 (+7 eff.) Resists +3% cold Stealth +5 Pinning- +20% Stun/Frz- +10% A pair of boots made of leather. |
| Light source | Earyroddazor the Blazespire2.0 T1 lite [Rare] Nature While equipped: dps ---------- Spell.pwr +15 (+4 eff.) Res.pen +10% arcane Melee Ret 4 light ----- def ----- Max.HP +41.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.08 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 | linen wizard hat 'Darkvalor' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +6 Mag +4 Con dps ---------- Dmg.mod +11% fire Melee Ret 2 darkness ----- def ----- Defense +1 (+0 eff.) Resists +6% darkness +16% fire A pointy cloth hat, very wizardly... |
| Tool | overpowered elm wand of lightning storm [power 152] (21/21 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 30 lightning damage and will be dazed for 1 turn (152 total damage) Puts all charms on 21 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Phlegmserpent the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% cold Melee Ret 2 nature ----- def ----- Resists +3% mind Die.at -40.00 life Max.HP +23.00 Poison- +10% Disarm- +23% Pinning- +24% Knockbk- +23% Rings make your fingers look great! |
| On fingers | conjurer's copper ring0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +7 (+2 eff.) Rings make your fingers look great! |
| Around waist | Splendouredge1.0 T1 belt armor [Rare] Arcane While equipped: Stats +5 Dex +4 Mag +1 Wil dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 ---------- misc Mana/turn +0.14 Max.mana +26.00 Light +2 A belt that goes around your waist. |
| In main hand | cruel ash vilestaff of might (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +11.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | psychic's rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Melee+ 7 mind Dmg.mod +4% arcane +4% mind ----- def ----- Armour +1 Resists +6% mind 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. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +9 Cun +9 Mag dps ---------- Spell.crit +20% Spell.pwr +15 (+4 eff.) Dmg.mod +22% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
| Cloak | linen cloak 'Soottrial' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex dps ---------- Dmg.mod +9% physical Res.pen +5% darkness Acc +20 (+7 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +9% darkness Phys.save +3 (+3 eff.) Die.at -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
Inventory
wild infusion of the sneak (res 20%; physical; dur 2; cd 12)0.1 infusion scroll [Ego] 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 physical effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
Prismatic Rune (6 turns; fire, physical, darkness, cold)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 fire, 4 physical, 3 darkness, 3 cold Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
Airvenom (13-16 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Rare] Arcane Power 13.0 - 15.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +5 (+1 eff.) Dmg.mod +25% lightning +15% fire ----- def ----- Resists +5% arcane +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel greatmaul (28-42 power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Normal] Power 28.0 - 42.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
iron greatsword (16-25 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 15.5 - 24.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
Bilebraze the steel waraxe (19-27 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Rare] Psionic Power 19.0 - 26.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +1 Dex dps ---------- Dmg.mod +6% physical Res.pen +10% nature +5% physical ----- def ----- Phys.save +9 (+8 eff.) One-handed war axes. |
arcing steel waraxe of paradox (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +9 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 99 damage While equipped: ----- def ----- Resists +9% temporal One-handed war axes. |
flaming steel waraxe of massacre (19-27 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane/Master Power 19.0 - 26.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +5 fire One-handed war axes. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Emaselaith the mossy mindstar (2-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun 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 +6 (+3 eff.) ----- def ----- Resists +9% nature +2% physical Crit.chn- 15.00% Spell.save +6 (+3 eff.) HP.reg +4.00 ---------- 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. |
horrifying mossy mindstar (2-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun 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 +3% mind +3% 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. |
Brodugund the Woewither4.0 T2 sling 1H weapon [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +7 acid On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Dmg.mod +12% acid +12% temporal +9% darkness ----- def ----- Resists +3% darkness ---------- misc Light +2 Slings are used to hurl stones or metal shots at your foes. |
quiver of ash arrows (18/18, 24-34 power, 7 apr)3.0 T2 arrow ammo [Normal] Power 24.0 - 33.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 18 Arrows are used with bows to pierce your foes to death. |
tundral quiver of ash arrows of grasping (16/16, 20-27 power, 7 apr)3.0 T2 arrow ammo [Ego+] Nature Power 19.5 - 27.3 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 16 Ranged+ +20 cold On Crit.r2 +11 cold On Hit: * 20% chance to create vines that bind the target to the ground dealing 104 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
shocking iron shield of lightning resistance (+16%) (0 def, 2 armour, 22.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 5 lightning Melee Ret 2 lightning ----- def ----- Armour +2 Fatigue +8% Resists +16% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
Voidmalice (2 def, 3 armour)2.0 T1 cloth armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind +6% darkness Melee Ret 6 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Armour +3 Defense +2 (+1 eff.) Resists +6% darkness +7% all Phys.save +17 (+12 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Lelizilarand (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +7 Wil +2 Cun +2 Con dps ---------- Spell.crit +5% Dmg.mod +9% blight ----- def ----- Defense +1 (+0 eff.) ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Thunderspitter the dwarven-steel gauntlets (0 def, 8 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Res.pen +10% light ----- def ----- Armour +8 Fatigue +3% Resists +6% lightning HP.reg +7.00 Pinning- +20% Teleport- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +0.70 Max.stam +21.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
184 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. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Elenathad (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Crit.mult +10.00% Spell.pwr +5 (+1 eff.) S.pwr/crit +2 Dmg.mod +3% arcane ----- def ----- Resists +3% acid +6% fire +6% darkness ---------- misc Mana/turn +0.20 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
ash wand of clairvoyance [power 10] (21/15 cooldown)2.0 T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 10, power 75 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of shielding 'Sootsage' [power 188] (21/20 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Res.pen +5% temporal Melee Ret 4 darkness On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Basard the Cornac Wanderer level 10
7th Mirth 122nd year of Ascendancy at 15:51 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Basard the Cornac Wanderer level 12
8th Flare 122nd year of Ascendancy at 20:57 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Basard the Cornac Wanderer level 6
2nd Mirth 122nd year of Ascendancy at 02:19 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Basard the Cornac Wanderer level 12
1st Flare 122nd year of Ascendancy at 20:21 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Basard the Cornac Wanderer level 15
5th Dusk 122nd year of Ascendancy at 18:18 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Basard the Cornac Wanderer level 12
8th Flare 122nd year of Ascendancy at 20:34 see stats
Log
Mayedann the white ooze misses Basard.
Basard loses 15 health to the entropy.
Talent Netherblast is ready to use.
Mayedann the white ooze uses Mindhook.
Basard shrugs off the effect 'Dazed'!
Basard loses 15 health to the entropy.
Talent Disperse Magic is ready to use.
Talent Drain is ready to use.
Talent Spacetime Tuning is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Rift Cutter hits Mayedann the white ooze for (44 to psi shield), (11 flat reduction), 56 temporal (56 total damage).
Basard loses 15 health to the entropy.
Talent Dig is ready to use.
Talent Rift Cutter is ready to use.
Talent Wraithform is ready to use.
Talent Seal Fate is ready to use.
Basard casts Seal Fate.
Basard casts Wraithform.
Basard turns into a wraith.
Auto-accept target mode: enabled
Basard conjures a lightning storm from his overpowered elm wand of lightning storm!
Mayedann the white ooze throws two quick punches.
Mayedann the white ooze performs a melee critical strike against Basard!
Mayedann the white ooze hits Basard for (11 webs of fate), 61 physical, (2 webs of fate), 13 arcane, (3 webs of fate), 15 physical (90 total damage).
Melee retaliation hits Mayedann the white ooze for (3 flat reduction), 0 darkness, (1 to psi shield), (1 flat reduction), 0 nature, (8 flat reduction), 0 light, (3 flat reduction), 0 darkness, (1 to psi shield), (1 flat reduction), 0 nature, (4 flat reduction), 0 light (0 total damage).
Webs of Fate hits Mayedann the white ooze for (4 to psi shield), (6 flat reduction), 0 physical, (4 flat reduction), 0 arcane, (2 to psi shield), (3 flat reduction), 0 physical (0 total damage).
Basard the level 18 cornac wanderer was cleaved to death by Mayedann the white ooze on level 1 of The Maze.



















































































