











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 | 11 / 44% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinulle the king cobra at level 11 on the 9th Mirth 122nd year of Ascendancy at 16:34 / 1 |
Primary Stats
| Strength | 16 (base 12) |
| Dexterity | 18 (base 13) |
| Constitution | 13 (base 12) |
| Magic | 40 (base 34) |
| Willpower | 20 (base 12) |
| Cunning | 25 (base 22) |
Resources
| Mana | 90/210 |
| Psi | 90/110 |
| Life | -27/263 |
| Positive | 23/80 |
| Stamina | 155/165 |
| Hate | 94/100 |
| Healing Factor | 1.1283363011315 |
| Regeneration | 0.28208407528288 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 35 |
| Crit Chance | 8% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 15 |
| Accuracy | 35 |
| Crit Chance | 4% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +12% |
| Light | +33% |
| Cold | +6% |
Defense: Base
| Armour (hardiness) | 5 (35.65183292883%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 0 |
| Physical Save | 10 |
| Spell Save | 20 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Light | + 53%( 70%) |
| Darkness | + 10%( 70%) |
| Cold | + 10%( 70%) |
| Mind | + 15%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| 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 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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 124 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: EtherealUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 14% all resistance, you move 31% faster, and you are invisible (power 12). Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Poisons | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Explosive admixtures | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sunlight | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Chants | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
Effects
Quests
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic 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 |
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 | Frosttide (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Mov.spd +25% Dmg.mod +12% arcane Melee Ret 2 arcane ----- def ----- Armour +1 Resists +6% mind A pair of boots made of leather. |
| On hands | Beryrab (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +12 (+4 eff.) ----- def ----- Armour +1 Resists +3% light Mind.save +9 (+4 eff.) ---------- misc Max.stam +10.00 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. |
| On head | Darkbrawn the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- On Hit (Melee): * 10% chance to reduce armor by 27% ----- def ----- Armour +1 Fatigue +1% Resists +6% acid +3% cold +3% darkness A cap made of leather. |
| Tool | innervating elm wand of lightning storm [power 110] (15 cooldown)2.0 T1 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Puts all charms on 15 cooldown 100% to reduce fatigue by 23% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| Around waist | Voreriarin1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Mag +8 Wil +1 Cun dps ---------- Melee Ret 2 acid On Hit (Melee): * 10% chance to reduce armor by 27% ----- def ----- Defense +9 (+4 eff.) Stealth +6 A belt that goes around your waist. |
| Main armor | linen robe of light (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Resists +16% light +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(69 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| In off hand | Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+8 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
| Cloak | Blindstrike (1 def, 2 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Dex +2 Cun +1 Con dps ---------- Crit.mult +5.00% Phys.pwr +10 (+4 eff.) Dmg.mod +12% light Acc +4 (+2 eff.) Apr +3 ----- def ----- Armour +2 Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| In main hand | Freezewish the iron dagger (16-21 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 16.0 - 20.8 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 20% chance to reduce all saves and defense by 15 While equipped: dps ---------- Dmg.mod +6% cold ----- def ----- Resists +3% mind Sharp, short and deadly. |
Inventory
steam generator implant (steam 4)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
wild infusion (res 16%; physical; dur 4; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 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. Press to compare to your current inscriptions |
Prismatic Rune (6 turns; physical, arcane, fire, mind, 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: 2 physical, 5 arcane, 5 fire, 5 mind, 4 cold Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 23; cd 13)0.1 rune scroll [Normal] Arcane 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 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 23 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon Reqs Str 25 [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
iron longsword of crippling (12-17 power, 2 apr)3.0 T1 longsword 1H weapon [Ego+] Master Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Sharp, long, and deadly. |
steel waraxe 'Xeraba' (12-18 power, 4 apr)3.0 T2 waraxe 1H weapon [Random Unique] Master Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +6.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +1 Con dps ---------- Phys.crit +12.0% Crit.mult +10.00% Phys.pwr +12 (+4 eff.) Res.pen +6% physical ----- def ----- Disarm- +12% One-handed war axes. |
hateful iron dagger of erosion (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Nature/Psionic Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 darkness +6 nature Against +8% Living Sharp, short and deadly. |
hateful steel dagger of persecution (12-15 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Disrupt/Psionic Power 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 darkness Against +7% Living +7% Unnatural While equipped: Stats +3 Wil Sharp, short and deadly. |
gifted vined mindstar of clarity (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+3 eff.) ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Max.psi +12.00 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. |
vined mindstar of balance (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Phys.save +3 (+3 eff.) Spell.save +3 (+2 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.50 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. |
pouch of iron shots (15/15, 16-19 power, 1 apr)3.0 T1 shot ammo [Normal] Power 15.5 - 18.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 15 Shots are used with slings to pummel your foes to death. |
slimy woollen robe of protection (3 def, 2 armour)2.0 T2 cloth armor [Ego] Disrupt/Master While equipped: dps ---------- On Melee Ret: * 4% chance to slow global speed by 41% * 4 arcane resource burn ----- def ----- Armour +2 Defense +3 (+1 eff.) Resists +9% all Phys.save +16 (+13 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
prismatic rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego] Arcane While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +11% light +11% darkness A suit of armour made of leather. |
rough leather armour 'Globrebeth' (3 def, 9 armour)9.0 T1 light armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Melee+ 6 fire Ranged+ 6 fire ----- def ----- Armour +9 Defense +3 (+1 eff.) Fatigue +6% Resists +6% lightning +12% fire +6% temporal +12% physical Mind.save +3 (+1 eff.) Pinning- +20% A suit of armour made of leather. |
troll-hide rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Max.HP +30.00 HP.reg +3.90 Heal.mod +11% A suit of armour made of leather. |
Dimpall1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +5 (+2 eff.) Dmg.mod +6% mind Melee Ret 2 light On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Resists +5% lightning +6% temporal A belt that goes around your waist. |
rough leather belt 'Olegohor'1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Str +1 Dex dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Resists +3% mind Crit.chn- 15.00% Spell.save +6 (+3 eff.) ---------- misc Light +3 See.Invis +9 Size +1 A belt that goes around your waist. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Layagada the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Die.at -40.00 life Max.HP +32.00 Heal.mod +5% Poison- +20% Knockbk- +20% ---------- misc Hate/m.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Silirialle' (1 def, 6 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +5% arcane Max.HP +31.00 Heal.mod +10% Disarm- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Venomviper the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- On Hit (Melee): * 20% chance to reduce armor by 27% ----- def ----- Armour +3 Fatigue +2% Resists +9% nature +6% acid Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of iron boots of evasion (3 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +3 Defense +3 (+1 eff.) Fatigue -3% Phys.save +5 (+5 eff.) ---------- misc Max.enc +23 Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 23% chance to evade melee and ranged attacks and 13 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glarepride (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Dex +1 Mag +1 Wil +3 Cun +3 Con dps ---------- Dmg.mod +12% light ----- def ----- Defense +1 (+0 eff.) Crit.chn- 10.00% Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Gogobers (21 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Wil ----- def ----- Defense +21 (+10 eff.) Resists +9% fire Phys.save +6 (+6 eff.) Heal.mod +5% Poison- +20% A pointy cloth hat, very wizardly... |
Growsnake the rough leather cap (10 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature ----- def ----- Armour +1 Defense +10 (+5 eff.) Fatigue +1% Resists +3% acid +6% fire +6% mind +6% cold Disease- +20% Cut- +10% A cap made of leather. |
stabilizing rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Phys.save +12 (+11 eff.) A cap made of leather. |
Dairiziladar the Ravenrace2.0 T1 lite [Rare] Master While equipped: Stats +2 Wil dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +6% darkness Res.pen +10% nature ---------- misc Light +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. |
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. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+14 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% 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. |
focusing iron torque of psionic shield [power 25] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Basard the Cornac Wanderer level 10
4th Mirth 122nd year of Ascendancy at 19:56 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Basard the Cornac Wanderer level 9
3rd Mirth 122nd year of Ascendancy at 18:56 see stats
Log
Melee retaliation hits Eilinulle the king cobra for (2 flat reduction), 0 acid, (6 flat reduction), 6 light, (2 flat reduction), 0 arcane, (2 flat reduction), 0 acid, (6 flat reduction), 6 light, (2 flat reduction), 0 arcane (11 total damage).
Eilinulle the king cobra hits Basard for 40 physical, 7 arcane, 57 physical, 7 arcane (110 total damage).
Deadly Poison from Basard hits Eilinulle the king cobra for (6 flat reduction), 27 nature (27 total damage).
Eilinulle the king cobra uses Butterfly Kick.
Basard stops regenerating health quickly.
Melee retaliation hits Eilinulle the king cobra for (2 flat reduction), 0 acid, (6 flat reduction), 6 light, (2 flat reduction), 0 arcane (6 total damage).
Poison from Eilinulle the king cobra hits Basard for 36 nature damage.
Eilinulle the king cobra hits Basard for 68 physical, 7 arcane (75 total damage).
Infusion: Healing is still on cooldown for 11 turns.
Thought-forged bowman uses Crippling Shot.
Eilinulle the king cobra slows down.
Thought-forged bowman's Crippling Shot hits Eilinulle the king cobra for (6 flat reduction), 49 physical (49 total damage).
Deadly Poison from Basard hits Eilinulle the king cobra for (6 flat reduction), 27 nature (27 total damage).
Eilinulle the king cobra throws a concussive punch.
Eilinulle the king cobra hits Thought-forged bowman for 75 physical, 0 arcane, 17 physical (92 total damage).
Eilinulle the king cobra hits Basard for 12 physical damage.
Basard casts Searing Light.
Poison bursts out of Eilinulle the king cobra's corpse!
Basard hits Eilinulle the king cobra for (6 flat reduction), 45 light (45 total damage).
Basard killed Eilinulle the king cobra!
Talent Rune: Ethereal is ready to use.
Poison from Eilinulle the king cobra hits Basard for 36 nature damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Poison from Eilinulle the king cobra hits Basard for 36 nature damage.
Basard the level 11 cornac wanderer was slimed to death by Eilinulle the king cobra on level 2 of Norgos Lair.








































































