











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
| Addons | Ashes of Urh'Rok 1.7.3Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.3Donators/Buyers bonus! Embers of Rage 1.7.3Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.3Official 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Rogue |
| Level / Exp | 24 / 45% |
| Size | medium |
| Lifes / Deaths | Killed by Shasshhiy'Kaish at level 21 on the 16th Haze 122nd year of Ascendancy at 20:27 / 2Killed by Poltergeist Bloomsoul at level 24 on the 55th Haze 122nd year of Ascendancy at 18:58 |
Primary Stats
| Strength | 13 (base 12) |
| Dexterity | 60 (base 45) |
| Constitution | 21 (base 19) |
| Magic | 17 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 70 (base 48) |
Resources
| Life | -42/541 |
| Mana | 128/263 |
| Stamina | 140/182 |
| Healing Factor | 1.094804467222 |
| Regeneration | 0.27370111680553 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 80.74674930024 |
| See Invisible | 86.74674930024 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 69 |
| Accuracy | 52 |
| Crit Chance | 50% |
| APR | 26 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 37 |
| Accuracy | 52 |
| Crit Chance | 53% |
| APR | 29 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Physical | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Blight | +25% |
| Physical | +7% |
| Cold | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 20 (38.594633868923%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 18 |
| Spell Save | 18 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Darkness | + 40%( 70%) |
| Temporal | + 20%( 70%) |
| Blight | + 15%( 70%) |
| Cold | + 22%( 70%) |
| Fire | + 20%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Disarm Resistance | 31% |
| Pinning Resistance | 22% |
| Blind Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 411 damage for 6 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 49 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 642% 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 362 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Generic Talents
| Cunning / Survival | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
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 injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost warrior from death by black bear. Escort: lost warrior (level 4 of Old Forest) | failed |
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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed black mamba head. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed minotaur nose. * You've found the needed orc heart. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed snow giant kidney. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 55% (based on Cunning). Uses 50 power out of 0/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | Light of Revelation2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
| On head | rough leather cap 'Elisetira' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Dex +1 Mag +3 Cun offense ------ Critical power +20.00% Ignore Armor +5 defense ------ Armor +1 Fatigue +1% other ------- Hate-on-crit +1.00 See Invis +6 A cap made of leather. |
| On hands | Wintersmash the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +4 Dex offense ------ Mindpower +5 (+3 eff.) On-Hit 18 mind 22 darkness Damage +6% physical Ignore resists +20% cold On-Hit (Melee): * 13% chance to reduce all saves and defense by 22 defense ------ Armor +2 Fatigue +3% Resistance +3% cold Mind save -13 (-6 eff.) Blind Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Adulrawyn the ash totem of healing [power 212] (14/15 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Critical power +20.00% Ignore resists +25% blight defense ------ Armor +4 Crit Resistance 10.00% other ------- Max vim +30.00 Heal yourself and all friendly characters within 10 spaces for 212 Puts all charms on 15 cooldown 100% to gain a 20% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | savior's copper ring of darkness (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Damage +10% darkness defense ------ Resistance +20% darkness Physical save +7 (+4 eff.) Spell save +7 (+4 eff.) Mind save +7 (+4 eff.) Rings make your fingers look great! |
| On fingers | copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +22.00 Disarm Resist +21% Pinning Resist +22% Knockbk Resist +21% Rings make your fingers look great! |
| Around neck | Barkwilder0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +1 Dex +2 Wil +9 Cun offense ------ On-Hit (Melee): * 20% chance to slow global speed by 48% Amulets make your neck look great! |
| In main hand | warbringer's dwarven-steel dagger of crippling (18-23 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego++] Master Weapon Damage 17.5 - 22.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Con offense ------ Physical Crit +7.0% Physical Power +8 (+4 eff.) Ignore resists +7% physical defense ------ Disarm Resist +10% Sharp, short and deadly. |
| Around waist | Ce'Noriama1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Critical power +10.00% defense ------ Resistance +3% acid +6% fire +6% temporal +5% cold Life +80.00 A belt that goes around your waist. |
| In off hand | Umbral Razor (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 45% Cun, 45% Dex, 10% Mag Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 66.07 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
| Cloak | murderer's linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Master While equipped: Stats +2 Cun +2 Dex offense ------ Accuracy +4 (+1 eff.) Ignore Armor +3 defense ------ 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. |
| Main armor | cashmere robe 'Halumnir' (0 def, 12 armour)2.0 Encumbrance T3 cloth armor [Rare] Psionic While equipped: offense ------ Mind Crit +4% Critical power +20.00% Mindpower +4 (+2 eff.) Accuracy +20 (+7 eff.) defense ------ Armor +12 Resistance +11% all Mind save +20 (+10 eff.) Unlife -40.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the duelist (heal 164; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 164 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 907%; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 907% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of constitution (+3) =con3=0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
starlit gold amulet of constitution (+4) =con4=0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Con defense ------ Resistance +15% light +13% darkness Blind Resist +21% Amulets make your neck look great! |
Betowe the Duskwar =light res=0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +33% light +15% darkness Ignore resists +25% cold On-Hit (Melee): * 20% chance to reduce damage dealt by 18% defense ------ Resistance +24% light Rings make your fingers look great! |
Earalasta =fire res=0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Damage +16% fire defense ------ Armor +2 Resistance +32% fire Healmod +20% Poison Resist +10% Knockbk Resist +20% Rings make your fingers look great! |
Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
steel ring of corrosion (+24%) =acid res=0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: offense ------ Damage +12% acid defense ------ Resistance +24% acid Rings make your fingers look great! |
titan's copper ring =con3=0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+4 eff.) Rings make your fingers look great! |
treant's gold ring of corrosion (+8%) =acid res=0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: offense ------ Damage +12% acid defense ------ Resistance +8% blight +8% nature +24% acid Poison Resist +11% Disease Resist +19% Rings make your fingers look great! |
voratun ring 'Xabrenn' =lightning res, all stats=0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Str +6 Wil +5 Cun +9 Con offense ------ Physical Power +15 (+7 eff.) Mindpower +9 (+5 eff.) Damage +14% lightning defense ------ Resistance +28% lightning +3% nature +5% arcane other ------- See Invis +9 Rings make your fingers look great! |
Spellblaze Shard (20-26 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 20.0 - 26.0 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
dwarven-steel greatmaul of rage (41-62 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Master Weapon Damage 41.0 - 61.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% While equipped: Stats +2 Str offense ------ Damage +10% physical Accuracy +9 (+3 eff.) Massive two-handed mauls. |
acidic dwarven-steel greatsword of daylight (36-58 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego] Arcane Weapon Damage 36.0 - 57.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +12 light Damage Against +16% Undead On Crit: * Splash the target with acid dealing 35 damage over 5 turns and reducing armor and accuracy by 5 Massive two-handed swords. |
hateful dwarven-steel greatsword of massacre (51-82 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego] Master/Psionic Weapon Damage 51.0 - 81.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +14 darkness Damage Against +16% Living Massive two-handed swords. |
truestriking dwarven-steel longsword of crippling (24-34 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego++] Master Weapon Damage 24.0 - 33.6 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Ignore resists +8% physical Accuracy +7 (+2 eff.) Ignore Armor +8 Sharp, long, and deadly. |
dwarven-steel mace of rage (27-38 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Ego+] Master Weapon Damage 27.0 - 37.8 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% While equipped: Stats +3 Str offense ------ Damage +7% physical Accuracy +12 (+4 eff.) Blunt and deadly. |
Psionic Fury (12-13 power, 25 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Unique] Nature/Psionic Weapon Damage 12.0 - 13.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +25 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Cun +3 Wil offense ------ Mind Crit +8% Mindpower +10 (+5 eff.) Damage +15% mind +5% physical defense ------ Resistance +10% mind Release a wave of psionic power, dealing 77.00 mind damage (based on Willpower) to all within radius 5. Uses 40 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
horrifying thorny mindstar of resolve (8-9 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Wil offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) On-Hit 5 mind 4 darkness Damage +3% mind +4% darkness defense ------ Spell save +4 (+3 eff.) other ------- 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. |
steady hardened leather sling of enduring4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Ego+] Nature/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: Stats +8 Con +6 Wil offense ------ Physical Crit +3.0% Accuracy +5 (+2 eff.) defense ------ Life +23.00 Slings are used to hurl stones or metal shots at your foes. |
potent yew magestaff of fate (22-26 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Weapon Damage 22.0 - 26.4 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +11 (+7 eff.) Damage +22% fire defense ------ Physical save +7 (+4 eff.) Spell save +7 (+4 eff.) Mind save +8 (+4 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of wizardry (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Mag +2 Wil offense ------ Spell Crit +3% Spellpower +12 (+7 eff.) Damage +20% fire other ------- Max mana +21.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Girdle of the Calm Waters =blight, cold, nature res=1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+9 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
miner's pair of hardened leather boots of speed (0 def, 7 armour)2.0 Encumbrance T3 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +7 other ------- Infravision +1 A pair of boots made of leather. |
Emelumira the Airream (0 def, 2 armour) =lightning res=1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 8 darkness Damage +5% darkness Ignore resists +10% lightning On-Hit (Melee): * 20% chance to reduce damage dealt by 18% defense ------ Armor +2 Fatigue +3% Resistance +30% lightning +6% darkness +9% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Hyrach the iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +2 Dex offense ------ Physical Crit +2.0% Ignore resists +10% physical Accuracy +10 (+3 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 22 defense ------ Armor +1 Fatigue +1% Resistance +3% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of Burning Pain (4 def, 0 armour)4.0 Encumbrance T3 head armor [Unique] Arcane While equipped: Stats +1 Cun +1 Wil offense ------ Damage +10% fire defense ------ Defense +4 (+1 eff.) Fatigue +4% Resistance +10% fire Meteor Rain: Effective talent level: 2.0 Power cost 46 out of 50/50. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 27.15 fire and 28.78 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Lavaorder the iron helm (5 def, 3 armour) =con3=3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Dex +3 Con offense ------ Ignore resists +5% physical Accuracy +10 (+3 eff.) When Hit 4 mind 2 fire defense ------ Armor +3 Defense +5 (+2 eff.) Fatigue +5% Resistance +9% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yvyma the voratun helm (0 def, 7 armour) =lightning res=3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: defense ------ Armor +7 Fatigue +5% Resistance +20% lightning +11% temporal +8% fire +7% cold +8% acid Crit Resistance 5.00% Confus Resist +10% Stun Resist +10% Knockbk Resist +20% other ------- Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
radiant dwarven-steel plate armour of the dragon (0 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Ego++] Nature While equipped: Stats +2 Wil defense ------ Armor +11 Fatigue +22% Resistance +7% acid +6% physical +13% darkness +13% blight +7% fire +7% lightning +7% cold Disarm Resist +27% Stun Resist +26% Knockbk Resist +20% other ------- Light +1 Cooldown Rush -5 A suit of armour made of metal plates. |
6 agate0.0 Encumbrance 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. |
103 alchemist agate0.0 Encumbrance 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. |
4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+4 eff.) Spell save +6 (+4 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+4 eff.) Spell save +6 (+4 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 Encumbrance 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. |
9 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+3 eff.) Spell save +4 (+3 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+3 eff.) Spell save +4 (+3 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Zefast the Galebearer2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Physical Crit +1.0% Critical power +5.00% Physical Power +5 (+3 eff.) Damage +3% lightning defense ------ Defense +10 (+3 eff.) Life +46.00 other ------- Max stamina +30.00 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance 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. |
It Which Writhes0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+10 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. |
Ulychak the Obsidiantooth [power 170] (14/15 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +2 Cun +3 Wil offense ------ Damage +3% darkness Ignore resists +10% acid When Hit 8 darkness defense ------ Resistance +3% acid Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 180 physical damage Puts all charms on 15 cooldown 100% to reduce fatigue by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
soothing ash totem of summon tentacle [power 145] (14/25 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 325 Base Damage: 157 Armor: 0 All Resist: 3 Puts all charms on 25 cooldown 100% to heal for 32. Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
yew wand of clairvoyance 'Blizzardflash' [power 11] (14/15 cooldown)2.0 Encumbrance T3 wand charm [Random Unique] Arcane While equipped: offense ------ Ignore resists +15% cold When Hit 6 cold defense ------ Resistance +6% cold Reveal the area around you, dispelling darkness (radius 11, power 43 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase all damage by 17% for 2 turns. 100% to increase the duration of 2 beneficial effects by 2. 100% to gain a 13% 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. |
2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Thma the Shalore Rogue level 12
26th Dusk 122nd year of Ascendancy at 05:37 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Thma the Shalore Rogue level 19
14th Haze 122nd year of Ascendancy at 02:11 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Thma the Shalore Rogue level 19
4th Haze 122nd year of Ascendancy at 20:33 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Thma the Shalore Rogue level 10
10th Mirth 122nd year of Ascendancy at 06:42 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Thma the Shalore Rogue level 20
14th Haze 122nd year of Ascendancy at 02:11 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Thma the Shalore Rogue level 23
39th Haze 122nd year of Ascendancy at 19:21 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Thma the Shalore Rogue level 9
6th Mirth 122nd year of Ascendancy at 14:58 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Thma the Shalore Rogue level 17
61st Dusk 122nd year of Ascendancy at 20:27 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Thma the Shalore Rogue level 24
55th Haze 122nd year of Ascendancy at 09:32 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Thma the Shalore Rogue level 16
59th Dusk 122nd year of Ascendancy at 16:48 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Thma the Shalore Rogue level 21
16th Haze 122nd year of Ascendancy at 20:27 see stats
Log
Deadly Poison from Thma hits Poltergeist Bloomsoul for 19 nature damage.
Poison from Thma hits Poltergeist Bloomsoul for 46 nature damage.
Poltergeist Bloomsoul uses Blindside.
Poltergeist Bloomsoul performs a melee critical strike against Thma!
Your shield crumbles under the damage!
The shield around Thma crumbles.
Poltergeist Bloomsoul hits Thma for (49 absorbed), 18 nature, 18 physical, 51 nature, 18 physical (105 total damage).
Barrow wight's glacial vapour area effect hits Barrow wight for 7 cold damage.
Thma uses Throwing Knives.
Thma activates his Adulrawyn the ash totem of healing!
Thma deactivates Stealth.
Thma receives 232 healing.
Poltergeist Bloomsoul uses Thermal Leech.
Poltergeist Bloomsoul's mind surges with critical power!
Thma is encased in ice!
Poltergeist Bloomsoul hits Thma for 85 cold damage.
Poltergeist Bloomsoul's Beyond the Flesh performs a melee critical strike against Thma!
Poltergeist Bloomsoul's Beyond the Flesh hits Thma for (41 to ice), 61 physical, (7 to ice), 10 physical (71 total damage).
Deadly Poison from Thma hits Iceblock for 17 nature damage.
Poison from Thma hits Iceblock for 40 nature damage.
Barrow wight's glacial vapour area effect hits Barrow wight for 7 cold damage.
Thma casts Timeless.
Thma is free from the ice.
Poltergeist Bloomsoul uses Telekinetic Smash.
Poltergeist Bloomsoul performs a melee critical strike against Thma!
Thma is stunned!
Poltergeist Bloomsoul hits Thma for 95 nature, 17 physical, 64 nature, 17 physical, 147 physical, 17 physical (358 total damage).
Thma the level 24 shalore rogue was struck to death by a Poltergeist Bloomsoul on level 2 of Ruined halfling complex.























































































































