
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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. 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:
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Gunsnixed 1.7.0Prevents Gunsnake from the Embers of Rage DLC from spawning. Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 | Female |
| Race | Doomelf |
| Class | Rogue |
| Level / Exp | 25 / 0% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 22 (base 12) |
| Dexterity | 54 (base 36) |
| Constitution | 27 (base 14) |
| Magic | 28 (base 20) |
| Willpower | 26 (base 10) |
| Cunning | 72 (base 55) |
Resources
| Life | 570/570 |
| Stamina | 162/162 |
| Healing Factor | 1.3186945338482 |
| Regeneration | 6.5569748315759 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -996 |
| Infravision | 9 |
| See Stealth | 43.713773486967 |
| See Invisible | 52.713773486967 |
| Stealth | 63 |
Offense: Mainhand
| Damage | 20 |
| Accuracy | 61 |
| Crit Chance | 27% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 35 |
| Accuracy | 61 |
| Crit Chance | 29% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +6% |
| Acid | +15% |
| Nature | +36% |
| Darkness | +21% |
| Cold | +18% |
| Physical | +4% |
| Mind | +33% |
| All | 0% |
Offense: Damage Penetration
| Nature | +20% |
| Physical | +20% |
| Cold | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 32 (79.007671158813%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 24 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Blight | + 17%( 70%) |
| Cold | + 47%( 70%) |
| All | + 11%( 70%) |
| Darkness | + 24%( 70%) |
| Lightning | + 39%( 70%) |
| Mind | + 16%( 70%) |
| Fire | + 27%( 70%) |
| Nature | + 56%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 22% |
| Bleed Resistance | 10% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 310 damage for 4 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 50 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 509% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 56 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 Constitution stat. |
Class Talents
| Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Cunning / Poisons | 2.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 2.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Quickdraw |
| talent | Apply Poison |
| talent | Volatile Poison |
| talent | Stealth |
| talent | Numbing Poison |
| talent | Trained Reactions |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 4.7 and stamina regeneration by 1.2. Soothing Darkness |
| beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 97 - 136 Accuracy: 76 (knife) APR: 17 Crit Chance: +44% Crit mult: 195% Uses Stats: 50% Cun, 70% Dex |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Misdirection (+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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
Equipment
| On feet | The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +25% ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
| Light source | Ivytha the Blizzardnail1.0 T3 lite [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Phys.pwr +15 (+7 eff.) Dmg.mod +18% cold Acc +25 (+6 eff.) ----- def ----- Resists +6% cold Phys.save +11 (+6 eff.) Heal.mod +18% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Venomviper (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +4 Wil dps ---------- Dmg.mod +6% nature +6% fire Melee Ret 4 nature ----- def ----- Armour +3 Fatigue +3% Resists +7% acid +7% blight +12% fire +7% cold +7% lightning Mind.save +8 (+4 eff.) A cap made of leather. |
| On hands | sand rough leather gloves of strength (+2) (0 def, 7 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+3 eff.) Melee+ 5 physical Dmg.mod +4% physical ----- def ----- Armour +7 Unarmed combat: Power 11.0 - 12.1 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit.r1 +5 physical On Crit.r2 +6 physical On Hit: 10% Sand Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Hohor the dwarven-steel torque of psionic shield [power 77] (21 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- S.pwr/crit +2 ----- def ----- Resists +9% lightning +6% cold +6% mind +12% nature ---------- misc Max.vim +30.00 Setup a psionic shield, reducing all damage taken by 77 for 5 turns Puts all charms on 21 cooldown 100% to increase all damage penetration by 19% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Scumbender the steel ring0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +8 (+4 eff.) Mind.pwr +8 (+3 eff.) Dmg.mod +6% nature Res.pen +10% nature +20% physical Apr +4 ----- def ----- Resists +15% lightning Rings make your fingers look great! |
| On fingers | copper ring 'Xerodheda'0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Cun dps ---------- Mind.crit +2% ----- def ----- Resists +9% cold Max.HP +60.00 Cut- +10% Silence- +22% ---------- misc Mana/turn +0.13 Rings make your fingers look great! |
| Around neck | The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+5 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | Velylratha the Bleaknoon (13-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Nature Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +8 darkness On Crit.r2 +16 darkness While equipped: Stats +10 Str +7 Dex +5 Mag +6 Wil +7 Cun +3 Con dps ---------- Dmg.mod +21% darkness ----- def ----- Resists +6% fire One-handed war axes. |
| Around waist | Wretchlace1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature Res.pen +5% cold On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +9% nature +3% cold Max.HP +31.00 A belt that goes around your waist. |
| In off hand | Earerach the Corruptionvein (20-25 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Psionic Power 19.5 - 25.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 darkness Against +8% Living While equipped: Stats +4 Con dps ---------- Dmg.mod +18% mind +3% nature Res.pen +10% nature ---------- misc Psi/ret +0.08 See.Invis +9 Sharp, short and deadly. |
| Cloak | linen cloak 'Sileldama' (11 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Crit.mult +5.00% Acc +5 (+1 eff.) Apr +1 ----- def ----- Armour +6 Defense +11 (+4 eff.) Resists +10% cold Phys.save +9 (+5 eff.) ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+4 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
shielding rune of the duelist (absorb 276; dur 3; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 276 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the sneak (absorb 383; dur 5; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 383 damage for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Blizzardwing =4 con=0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +4 Con dps ---------- Res.pen +10% cold ----- def ----- Crit.dmg- 15.00% ---------- misc Hate/m.crit +2.00 Masteries +0.12 Cunning/Survival Amulets make your neck look great! |
starlit copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% light +10% darkness Blind- +20% Amulets make your neck look great! |
stabilizing steel amulet of cunning (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun ----- def ----- Resists +11% temporal Pinning- +22% Knockbk- +21% Amulets make your neck look great! |
steel amulet 'Nerarenne' =2 mag 3 con=0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Mag +2 Cun +3 Con dps ---------- Phasing +30% ----- def ----- Resists +13% mind Confus- +20% ---------- misc Masteries +0.13 Technique/Assassination Amulets make your neck look great! |
steel amulet 'Urthikalthodur'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Mag +4 Con dps ---------- Spell.crit +3% S.pwr/crit +10 ----- def ----- Crit.dmg- 15.00% Spell.save +18 (+9 eff.) Amulets make your neck look great! |
gladiator's copper ring of light (+22%) =5 con=0.1 T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+3 eff.) Dmg.mod +11% light ----- def ----- Resists +22% light Rings make your fingers look great! |
wizard's copper ring =3 mag=0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
wizard's copper ring of power =3 mag=0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
Bleakwyrd (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Random Unique] Arcane/Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +13.00% Spell.pwr +9 (+4 eff.) Dmg.mod +20% darkness +9% fire Res.pen +20% darkness +5% fire On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Defense +8 (+3 eff.) Resists +10% darkness ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 5 cooldown Level 1.0 Pwr.cost 5 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 58.86 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Drake's Bane (45-68 power, 21 apr)3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+5 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
enhanced steel greatsword (25-40 power, 2 apr) =7 mag 6 con=3.0 T2 greatsword 2H weapon [Ego+] Nature Power 25.0 - 40.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Str +5 Dex +7 Mag +5 Wil +6 Cun +6 Con Massive two-handed swords. |
Crackleclamor the iron longsword (18-25 power, 2 apr) =4 con=3.0 T1 longsword 1H weapon [Rare] Master Power 18.0 - 25.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +4 lightning While equipped: Stats +1 Wil +4 Con dps ---------- Res.pen +5% lightning Melee Ret 8 lightning ---------- misc Infravis +2 Sharp, long, and deadly. |
Yarolaneg (11-15 power, 2 apr) =4 str=3.0 T1 longsword 1H weapon [Rare] Master Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to slow global speed by 53% While equipped: Stats +4 Str dps ---------- Dmg.mod +6% physical Acc +8 (+2 eff.) ----- def ----- Resists +6% darkness +3% temporal Phys.save +3 (+2 eff.) Sharp, long, and deadly. |
Tundrapassion the steel mace (13-18 power, 3 apr) =1 mag=3.0 T2 mace 1H weapon [Random Unique] Arcane/Master Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 95 damage over 5 turns and reducing armor and accuracy by 12 * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +1 Wil +1 Mag dps ---------- Phys.crit +7.0% Phys.pwr +6 (+3 eff.) Dmg.mod +6% cold Res.pen +20% blight +7% physical Acc +6 (+1 eff.) Apr +7 Blunt and deadly. |
warbringer's steel dagger (13-17 power, 6 apr) =2 con=1.0 T2 dagger 1H weapon [Ego+] Master Power 13.0 - 16.9 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +7 (+4 eff.) Res.pen +7% physical ----- def ----- Disarm- +16% Sharp, short and deadly. |
dreamer's linen robe of life (0 def, 0 armour)2.0 T1 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +7% blight +11% darkness +12% mind +7% all Phys.save +11 (+6 eff.) Spell.save +11 (+5 eff.) Mind.save +23 (+10 eff.) Max.HP +45.00 HP.reg +2.10 Heal.mod +12% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of corrosion (+16%) (0 def, 0 armour) =5 mag=2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +11% acid ----- def ----- Resists +16% acid +9% all ---------- misc Mana/turn +0.12 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +8% nature ----- def ----- Resists +8% blight +11% all Max.HP +59.00 HP.reg +2.60 Heal.mod +13% Poison- +21% Disease- +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Skin of Many (12 def, 6 armour) =4 con=9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Baruhad the Hailsever =3 con=1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +9% cold ----- def ----- Resists +6% lightning +6% temporal +9% cold A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +7% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
spiritwalker's rough leather belt =3 mag=1.0 T1 belt armor [Ego+] Arcane While equipped: Stats +3 Mag ---------- misc Mana/turn +0.10 Max.mana +24.00 A belt that goes around your waist. |
Beyrotar the Prismtooth (1 def, 0 armour) =3 con=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.crit +2.0% Crit.mult +15.00% Phys.pwr +2 (+1 eff.) Res.pen +10% light Melee Ret 2 light ----- def ----- Defense +1 (+1 eff.) Fatigue -3% Resists +1% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Quenchgore (1 def, 0 armour) =1 mag 2 con=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Mag +4 Wil +1 Cun +2 Con dps ---------- Res.pen +5% cold Melee Ret 4 mind ----- def ----- Defense +1 (+1 eff.) Mind.save +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Daimiromihell the pair of hardened leather boots (0 def, 3 armour) =11 mag=2.0 T3 feet armor [Rare] Arcane While equipped: Stats +4 Str +11 Mag +4 Wil dps ---------- Dmg.mod +15% blight ----- def ----- Armour +3 Crit.dmg- 10.00% Blink to a nearby random location (rad 8) Puts all charms on 21 cooldown A pair of boots made of leather. |
Blazebloom the pair of iron boots (0 def, 3 armour) =4 con=3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Cun +4 Con ----- def ----- Armour +3 Fatigue +2% Resists +9% lightning HP.reg +2.00 Heal.mod +11% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eilinotta (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Res.pen +5% mind ----- def ----- Armour +1 Fatigue +1% Resists +12% acid +5% cold Die.at -20.00 life Blind- +10% Disarm- +10% ---------- misc Breathe water A cap made of leather. |
Xanotta (0 def, 3 armour) =3 mag=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Mag dps ---------- Mind.crit +1% ----- def ----- Armour +3 Fatigue +1% Resists +9% acid +3% light ---------- misc Infravis +1 See.Invis +3 A cap made of leather. |
Xuwe the Dawnriver (0 def, 1 armour) =4 con=2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +7 Dex +1 Mag +2 Wil +4 Con dps ---------- Melee Ret 4 light ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
4 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. |
11 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. |
6 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. |
2 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
206 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. |
Quenchonslaught the brass lantern =2 mag 3 con=2.0 T1 lite [Rare] Master While equipped: Stats +2 Mag +3 Con dps ---------- Dmg.mod +3% cold Res.pen +5% cold Melee Ret 4 cold ---------- misc Light +6 Infravis +1 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. |
Scumwilter the brass lantern2.0 T1 lite [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% nature ----- def ----- Resists +3% mind Crit.dmg- 5.00% ---------- misc Light +9 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 'Hettyromindur'2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Resists +3% light Crit.dmg- 15.00% Spell.save +12 (+6 eff.) ---------- misc Light +3 Infravis +1 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. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 4 (based on Magic) detrimental mental effects. Uses 33 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 21 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 85.33 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 85.33 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
iron pickaxe 'Betoda' (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +7 Str +2 Dex +1 Wil ----- def ----- Fatigue -5% ---------- misc Hate/m.crit +1.00 Light +3 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature 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 (1/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 279/400 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. |
soothing iron torque of clear mind [power 1] (21 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 21 cooldown 100% to heal for 32. Torques are made by powerful psionics to store psionic powers. |
supercharged iron torque of psionic shield [power 35] (27 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 35 for 5 turns Puts all charms on 27 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Banki the Doomelf Rogue level 17
59th Dusk 122nd year of Ascendancy at 01:29 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Banki the Doomelf Rogue level 6
78th Pyre 122nd year of Ascendancy at 03:00 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Banki the Doomelf Rogue level 10
3rd Flare 122nd year of Ascendancy at 08:47 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Banki the Doomelf Rogue level 20
21st Haze 122nd year of Ascendancy at 01:16 see stats
Once bitten, twice shy (Insane (Roguelike) difficulty)
Escaped the Anteroom of Agony.By Banki the Doomelf Rogue level 24
50th Haze 122nd year of Ascendancy at 15:50 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Banki the Doomelf Rogue level 8
4th Mirth 122nd year of Ascendancy at 08:52 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Banki the Doomelf Rogue level 17
48th Dusk 122nd year of Ascendancy at 12:35 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Banki the Doomelf Rogue level 25
57th Haze 122nd year of Ascendancy at 15:16 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Banki the Doomelf Rogue level 17
47th Dusk 122nd year of Ascendancy at 00:12 see stats
Log
You gain 13.96 gold from the transmogrification of Winterblast (3 def, 8 armour).
You gain 1.98 gold from the transmogrification of cleansing steel mail armour of fire resistance (2 def, 6 armour).
You gain 10.00 gold from the transmogrification of Iron Mail of Bloodletting (2 def, 4 armour).
You gain 2.46 gold from the transmogrification of radiant cured leather armour (6 def, 4 armour).
You gain 1.70 gold from the transmogrification of cleansing cured leather armour of cold resistance (6 def, 4 armour).
You gain 5.69 gold from the transmogrification of woollen robe of Angolwen (0 def, 0 armour).
You gain 11.72 gold from the transmogrification of woollen robe 'Deepsminister' (0 def, 0 armour).
You gain 12.91 gold from the transmogrification of Sparkwrest (0 def, 6 armour, 75.5 block).
You gain 12.09 gold from the transmogrification of Hettilin the elm longbow.
You gain 4.41 gold from the transmogrification of projecting thorny mindstar of life (10-11 power, 24 apr, nature damage).
You gain 1.65 gold from the transmogrification of blooming thorny mindstar (8-9 power, 24 apr, nature damage).
You gain 8.91 gold from the transmogrification of Woerupture the vined mindstar (5-6 power, 18 apr, mind damage).
You gain 1.74 gold from the transmogrification of dwarven-steel dagger of erosion (22-29 power, 7 apr).
You gain 2.79 gold from the transmogrification of thought-forged steel dagger of massacre (20-26 power, 6 apr).
You gain 9.37 gold from the transmogrification of Ravenpiety the steel waraxe (21-29 power, 3 apr).
You gain 15.25 gold from the transmogrification of Flashgrit the iron waraxe (10-14 power, 2 apr).
You gain 9.91 gold from the transmogrification of Emelemira the steel longsword (20-28 power, 3 apr).
You gain 0.70 gold from the transmogrification of steel greatsword of massacre (30-49 power, 2 apr).
You gain 4.66 gold from the transmogrification of balanced steel greatsword of erosion (26-42 power, 2 apr).
You gain 4.55 gold from the transmogrification of balanced steel greatsword of erosion (24-38 power, 2 apr).
You gain 15.19 gold from the transmogrification of ash magestaff 'Daytickler' (15-18 power, 3 apr, fire element).
You gain 9.98 gold from the transmogrification of Earinarifang the elm starstaff (10-12 power, 2 apr, temporal element).
There is a A path into the Old Forest here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 58th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:21.
Saving done.














































































































