











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Resourceful Wanderers 1.7.4Better 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 Embers of Rage 1.7.4Official Expansion!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 | Wyrmic |
| Level / Exp | 17 / 95% |
| Size | medium |
| Lifes / Deaths | Killed by Glorita the blue jelly at level 17 on the 34th Dusk 122nd year of Ascendancy at 13:37 / 1 |
Primary Stats
| Strength | 57 (base 35) |
| Dexterity | 21 (base 10) |
| Constitution | 24 (base 11) |
| Magic | 12 (base 10) |
| Willpower | 61 (base 44) |
| Cunning | 14 (base 10) |
Resources
| Life | -92/726 |
| Equilibrium | 67 |
| Healing Factor | 0.8113233757198 |
| Regeneration | 22.782100976598 |
Speed
| Mental | +2.9072344087915% |
| Attack | +2.9072344087915% |
| Movement | +31.093867610317% |
| Spell | 0% |
| Global | +64.516129032258% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 2 |
| See Invisible | 18 |
Offense: Mainhand
| Damage | 64 |
| Accuracy | 38 |
| Crit Chance | 14% |
| APR | 4 |
| Speed | 0.97 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 5% |
| Speed | 0.97174897930652 |
Offense: Damage Bonus
| Darkness | +12% |
| Acid | +3% |
| Nature | +8% |
| Physical | +13% |
| Cold | +24% |
| All | 0% |
Offense: Damage Penetration
| Fire | +5% |
| Physical | +22% |
Defense: Base
| Armour (hardiness) | 53.522593642275 (62.32946707186%) |
| Defense | 11 |
| Ranged Defense | 11 |
| Fatigue | 38 |
| Physical Save | 37 |
| Spell Save | 31 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Blight | + 19%( 70%) |
| Arcane | + 18%( 70%) |
| Cold | + 51%( 70%) |
| All | + 14%( 70%) |
| Lightning | + 35%( 70%) |
| Light | + 22%( 70%) |
| Temporal | + 28%( 70%) |
| Physical | + 16%( 70%) |
| Fire | + 37%( 70%) |
| Nature | + 33%( 70%) |
Defense: Immunities
| Disarm Resistance | 36% |
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 146 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 91 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 4/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Meditation |
| talent | Chant of Fortitude |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
| detrimental effect | The gloom has confused the target, making it act randomly (30% chance) and unable to perform complex actions. Confused by the gloom |
| beneficial effect | The target is surrounded by a psychic field, absorbing 50% of all damage (up to 132/159). Resonance Field |
| detrimental effect | The target's has a cursed wound, reducing healing by 44%. Cursed Wound |
| beneficial effect | The target has 19 increased life regeneration. Recovery |
| detrimental effect | Reduces global action speed by 55%. Slow |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
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 defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you gained talent category Psionic / Feedback (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | 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 have explored the Maze and vanquished the Minotaur. * 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 |
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 | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Blizzarddare the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +7 (+3 eff.) Dmg.mod +9% cold ---------- misc Light +7 See.Invis +18 A normal brass lantern, enhanced by alchemy to make it brighter. |
| 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 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 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 | Belimissra (0 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +3 Dex +1 Wil dps ---------- Acc +16 (+5 eff.) ----- def ----- Armour +6 Fatigue +3% Resists +6% blight Mind.save +3 (+1 eff.) Die.at -60.00 life Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +7 Apr +9 Crit +14.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Turoruikor the Gleamnail (dig speed 22 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +3% acid ----- def ----- Armour +6 Resists +12% cold +9% light +6% nature ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | warrior's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Max.HP +22.00 Disarm- +23% Pinning- +22% Knockbk- +21% Rings make your fingers look great! |
| On fingers | Duvogrim the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +3 Dex +3 Con dps ---------- Crit.mult +5.00% Phys.pwr +5 (+2 eff.) Res.pen +15% physical Acc +5 (+1 eff.) ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
| Around neck | Porariada0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex +3 Wil dps ---------- Phys.crit +1.0% Phys.pwr +5 (+2 eff.) Dmg.mod +3% physical ----- def ----- Phys.save +6 (+3 eff.) ---------- misc Max.psi +30.00 Amulets make your neck look great! |
| In main hand | Pitchwreath (21-29 power, 4 apr)3.0 T3 longsword 1H weapon [Random Unique] Arcane/Master/Psionic Power 21.0 - 29.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 darkness On Hit.r1 +8 fire On Crit.r2 +12 darkness On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +3 Con dps ---------- Phys.pwr +7 (+3 eff.) Dmg.mod +9% darkness Res.pen +7% physical ----- def ----- Resists +5% arcane Disarm- +13% Sharp, long, and deadly. |
| Around waist | rough leather belt 'Salubressra'1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Str +2 Mag dps ---------- Phys.crit +1.0% ----- def ----- Resists +6% lightning +5% temporal Die.at -20.00 life ---------- misc Light +1 A belt that goes around your waist. |
| In off hand | Coalspiker (0 def, 4 armour, 14-17 power, 37.5 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 14.0 - 16.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 Melee+ +11 acid On Hit.r1 +8 fire On Hit: * 20% chance to reduce damage dealt by 22% While equipped: Stats +2 Con dps ---------- Dmg.mod +3% darkness Res.pen +5% fire On Melee Ret: * 12% chance to reduce armor by 17% ----- def ----- Armour +4 Fatigue +8% Resists +10% acid +17% fire +11% temporal ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 5.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (229) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
| Cloak | thick linen cloak of protection (1 def, 5 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +10% cold Spell.save +5 (+2 eff.) Mind.save +5 (+2 eff.) 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 steel mail armour of lightning resistance (2 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +11 Defense +2 (+2 eff.) Fatigue +12% Resists +17% lightning A suit of armour made of mail. |
Inventory
wild infusion of the warrior (res 30%; magical; dur 4; cd 10)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 magical effect and reduce all damage taken by 30% 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. Press to compare to your current inscriptions |
grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% lightning Stun/Frz- +22% Amulets make your neck look great! |
insulating copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +11% cold +10% fire Amulets make your neck look great! |
grounding steel amulet of mastery (0.12 Wild-gift / Call of the wild)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +21% ---------- misc Masteries +0.12 Wild-gift/Call of the wild Amulets make your neck look great! |
psionicist's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Blind- +20% ---------- misc Infravis +3 See.Stealth +6 See.Invis +5 Rings make your fingers look great! |
rogue's steel ring of frost (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% cold ----- def ----- Defense +4 (+4 eff.) Resists +20% cold Rings make your fingers look great! |
steel ring of light (+22%)0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Rings make your fingers look great! |
earthen ash vilestaff of warding (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane 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 +2% Spell.pwr +6 (+6 eff.) Dmg.mod +15% acid ----- def ----- Armour +6 Hardiness +2% Defense +5 (+5 eff.) Phys.save +3 (+1 eff.) ---------- misc Wards +2 acid Talents +1 Command Staff +3 Ward Staves designed for wielders of magic, by the greats of the art. |
enhanced steel waraxe (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Nature Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +4 Str +3 Dex +4 Mag +5 Wil +5 Cun +4 Con One-handed war axes. |
Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+12 eff.) Phys.save +15 (+6 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Bloomsoul (8-9 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 38 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
vined mindstar 'Wildbrace' (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Disrupt 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% On Hit.r1 +12 acid On Crit: * Deals 73 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +11% nature Res.pen +5% nature ----- def ----- Resists +2% blight +3% acid Max.HP +16.00 HP.reg +0.70 Disease- +10% ---------- 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. |
Eleba the Prismspar (21/21, 20-23 power, 2 apr)3.0 T2 shot ammo [Random Unique] Arcane/Psionic Power 19.5 - 23.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 21 Rld cld 6 Ranged+ +8 blight +8 mind +16 light On Hit.r1 +4 light +4 blight On Hit: * 12% chance to reduce all saves and defense by 27 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 25% chance for lightning to strike from the target to a second target dealing 15 damage Shots are used with slings to pummel your foes to death. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+4 eff.) Rng.Def +8 (+8 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
impenetrable dwarven-steel plate armour of lightning resistance (0 def, 16 armour)17.0 T3 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +18% lightning A suit of armour made of metal plates. |
hardened leather belt1.0 T3 belt armor [Normal] A belt that goes around your waist. |
Belerin the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Dex dps ---------- Dmg.mod +6% mind ----- def ----- Armour +3 Fatigue +2% Resists +1% physical Spell.save +3 (+1 eff.) Mind.save +12 (+4 eff.) Silence- +22% Confus- +20% Stun/Frz- +22% ---------- misc Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Festerjeer the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +2 Dex +3 Cun dps ---------- Dmg.mod +3% nature Acc +10 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% light Unarmed combat: Power 9.0 - 12.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +6 Apr +3 Crit +7.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Anedar the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Str +1 Con dps ---------- Phys.crit +1.0% Melee+ 8 acid Dmg.mod +5% acid ----- def ----- Armour +2 Fatigue +3% Resists +7% acid +6% cold +9% temporal Die.at -80.00 life Unarmed combat: Power 22.5 - 31.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +7 acid On Hit: 10% Corrosive Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Mirestreak the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 7 lightning Dmg.mod +3% lightning +6% nature Res.pen +5% lightning Melee Ret 8 lightning On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Armour +2 Fatigue +3% Resists +7% lightning +3% cold +3% nature Unarmed combat: Power 22.0 - 30.8 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +6 lightning On Hit: 10% Lightning Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Adanor (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +6 Dex +1 Con dps ---------- Melee Ret 2 mind ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane ---------- misc Infravis +1 See.Invis +12 A cap made of leather. |
Isolrawe the hardened leather cap (15 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +1 Str +6 Dex +2 Mag ----- def ----- Armour +3 Defense +15 (+12 eff.) Fatigue +3% Resists +6% light Pinning- +20% Def/telep +10 Res/telep +10% Dur/telep +10% A cap made of leather. |
3 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. |
6 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. |
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. |
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. |
3 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. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con 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. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
154 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. |
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.(118 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
brass lantern 'Skynull'2.0 T1 lite [Rare] Master While equipped: Stats +1 Dex dps ---------- Dmg.mod +6% lightning +9% physical Res.pen +10% physical Apr +1 ----- def ----- Defense +5 (+5 eff.) Resists +9% fire ---------- 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. |
scorching brass lantern of clarity2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +6% fire Mind.save +5 (+2 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +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. |
Erogas (dig speed 20 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Wil +5 Cun dps ---------- Mind.pwr +10 (+4 eff.) ----- def ----- Mind.save +3 (+1 eff.) Max.HP +22.00 ---------- misc Hate/m.crit +1.00 Max.stam +16.00 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. |
Isligatha the Searumbra [power 176] (6/20 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +6% cold Res.pen +15% fire ----- def ----- Resists +6% cold Create a shield absorbing up to 176 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to heal for 42. 100% to gain a 21% chance to evade weapon attacks 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 Ethinn the Cornac Wyrmic level 10
8th Mirth 122nd year of Ascendancy at 02:33 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ethinn the Cornac Wyrmic level 8
78th Pyre 122nd year of Ascendancy at 18:37 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Ethinn the Cornac Wyrmic level 14
2nd Dusk 122nd year of Ascendancy at 19:23 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ethinn the Cornac Wyrmic level 15
5th Dusk 122nd year of Ascendancy at 16:19 see stats
Log
Glorita the blue jelly's Beyond the Flesh hits Ethinn for 34 cold, 6 cold, 7 cold, 0 cold, 15 cold (63 total damage).
Glorita the blue jelly uses Thermal Balance.
Glorita the blue jelly hits Sandworm burrower for 0 cold, 0 cold (0 total damage).
Glorita the blue jelly hits Ethinn for 48 cold, 72 cold (120 total damage).
Ethinn meditates on nature.
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!
Ethinn is confused and fails to use Quake.
Ethinn is no longer harassed.
Ethinn is no longer dominated.
Ethinn receives 6 healing.
Ethinn gains 0% of a turn from Ancestral Life.
Ethinn slows down.
Glorita the blue jelly's Beyond the Flesh hits Ethinn for 35 cold, 2 cold, 6 cold, 0 cold, 12 cold (56 total damage).
Glorita the blue jelly uses Brainfreeze.
Glorita the blue jelly hits Ethinn for 83 cold damage.
Ethinn receives 6 healing.
Ethinn gains 0% of a turn from Ancestral Life.
The unstable sand tunnel collapses!
Glorita the blue jelly is fully armored again.
Glorita the blue jelly's Beyond the Flesh hits Ethinn for 20 cold, 5 cold, 6 cold, 0 cold, 12 cold (43 total damage).
Ethinn uses Resonance Field.
A psychic field forms around Ethinn.
Glorita the blue jelly uses Slime Spit.
Ethinn is no longer being stalked by Glorita the blue jelly's Slime Spit.

































































































