











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
Items Vault 1.7.0Donators/Buyers bonus! 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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 | Nightmare Roguelike |
| Sex | Female |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 17 / 8% |
| Size | small |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 14 (base 13) |
| Dexterity | 50 (base 36) |
| Constitution | 20 (base 10) |
| Magic | 19 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 69 (base 44) |
Resources
| Life | 469/469 |
| Stamina | 125/125 |
| Healing Factor | 1.4070588855781 |
| Regeneration | 12.435479472743 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -996 |
| Infravision | 5 |
| See Stealth | 42.975641342752 |
| See Invisible | 42.975641342752 |
| Stealth | 62 |
Offense: Mainhand
| Damage | 12 |
| Accuracy | 23 |
| Crit Chance | 28% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 11 |
| Accuracy | 23 |
| Crit Chance | 27% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9.5 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Light | +6% |
| Darkness | +9% |
| Mind | +3% |
| Physical | +8% |
| Cold | +3% |
| Nature | +18% |
Offense: Damage Penetration
| Light | +5% |
| Fire | +25% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 10 (49.007671158813%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 20 |
| Mental Save | 41 |
Defense: Resistances
| Darkness | + 3%( 70%) |
| Lightning | + 10%( 70%) |
| Light | + 3%( 70%) |
| Temporal | + 12%( 70%) |
| Nature | + 13%( 70%) |
| Physical | + 1%( 70%) |
| Fire | + 12%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Confusion Resistance | 38% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 515% 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 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 408 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Duelist | 1.43 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.43 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Dirty fighting | 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 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 2/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Quickdraw |
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Stealth |
| talent | Numbing Poison |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 4.6 and stamina regeneration by 1.2. Soothing Darkness |
| beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 77 - 108 Accuracy: 51 (knife) APR: 12 Crit Chance: +36% Crit mult: 191% 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. | active |
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 grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 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. * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed red crystal shard. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
| On feet | grounding pair of rough leather boots of disengagement (0 def, 1 armour) =+3Cun,+2Dex=2.0 T1 feet armor [Ego+] Nature/Master While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +1 Resists +6% lightning +6% temporal Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
| Light source | Tarrylaldil the Wildhash =NatResPen,Die@,HealMod=2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Res.pen +5% nature Acc +10 (+4 eff.) ----- def ----- Defense +10 (+3 eff.) Phys.save +6 (+3 eff.) Die.at -20.00 life Heal.mod +12% ---------- 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. |
| On head | Fogscar (1 def, 0 armour) =+3Mag,DarkDmgMod=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Dmg.mod +6% darkness Phasing +10% Melee Ret 2 blight ----- def ----- Defense +1 (+0 eff.) Phys.save +6 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A pointy cloth hat, very wizardly... |
| On hands | Spellhunt Remnants (2 def, 3 armour) =+2CunWil,NatDmgPen=1.5 T2 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+2 eff.) Dmg.mod +10% nature Res.pen +10% nature ----- def ----- Armour +3 Defense +2 (+0 eff.) Spell.save +6 (+3 eff.) Max.HP +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | overpowered elm totem of healing [power 164] (14 cooldown) =Heal=2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 164 Puts all charms on 14 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Ring of Growth =+4StrWil,NatPhysDmgMod,HP=0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | gold ring 'Xyba' =+6Con,CritMult=0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +6 Con dps ---------- Crit.mult +10.00% ----- def ----- Defense +10 (+3 eff.) Resists +1% physical Crit.chn- 15.00% Mind.save +6 (+2 eff.) Confus- +38% Rings make your fingers look great! |
| Around neck | wanderer's steel amulet of perfection (0.13 Technique / Throwing knives,0.13 Technique / Duelist) =+3Con,+4Dex,+5Cun,Throw=0.1 T2 amulet jewelry [Ego++] Master While equipped: Stats +4 Dex +5 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Stam/turn +0.30 Masteries +0.13 Technique/Throwing knives +0.13 Technique/Duelist Amulets make your neck look great! |
| In main hand | Glimmerbrand the vined mindstar (85% power, 18 apr, mind damage) =+5Cun,CritMult=3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Crit.r2 +16 light While equipped: Stats +5 Cun dps ---------- Mind.crit +2% Crit.mult +8.00% Mind.pwr +4 (+2 eff.) Res.pen +5% light ----- def ----- Resists +3% darkness Phys.save +6 (+3 eff.) Mind.save +12 (+4 eff.) Knockbk- +20% ---------- 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. |
| Around waist | Brighttorrent =LightningFireRes,NatPen=1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +10% nature +25% fire ----- def ----- Resists +5% lightning +6% temporal +3% nature +12% fire A belt that goes around your waist. |
| In off hand | horrifying mossy mindstar of clarity (77% power, 12 apr, mind damage) =DarkDmg=3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 77% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Melee+ 4 mind 3 darkness Dmg.mod +3% mind +3% darkness ----- def ----- Mind.save +2 (+0 eff.) ---------- misc Max.psi +11.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Cyrawen the linen cloak (1 def, 0 armour) =HP,CritMult=2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +20 (+7 eff.) Dmg.mod +9% acid Melee Ret 2 mind ----- def ----- Defense +1 (+0 eff.) Max.HP +33.00 ---------- misc Max.psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rough leather armour 'Sunwedge' (8 def, 6 armour) =+5Cun,+1Mag=9.0 T1 light armor [Rare] Psionic While equipped: Stats +5 Cun +1 Mag dps ---------- Dmg.mod +6% light +3% cold ----- def ----- Armour +6 Defense +8 (+2 eff.) Fatigue +6% Resists +3% light Mind.save +11 (+3 eff.) ---------- misc Light +1 A suit of armour made of leather. |
Inventory
clarifying copper amulet of willpower (+2) =+2Wil=0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +12% mind Confus- +20% Amulets make your neck look great! |
copper amulet of strength (+3) =+3Str=0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
grounding copper amulet =LightningRes,Stun-=0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +23% Amulets make your neck look great! |
steel amulet of mastery (0.14 Cunning / Poisons)0.1 T2 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.14 Cunning/Poisons Amulets make your neck look great! |
psionicist's steel ring of fire (+22%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Mind.save +6 (+2 eff.) Rings make your fingers look great! |
Lightningrain =Stun-=0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +10% lightning +20% mind Melee Ret 2 lightning 4 cold ----- def ----- Resists +9% cold HP.reg +2.00 Stun/Frz- +23% Rings make your fingers look great! |
Alidas the Ebonywend (111% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Con dps ---------- Spell.crit +15% Spell.pwr +6 (+1 eff.) Dmg.mod +18% darkness Res.pen +5% physical Acc +25 (+9 eff.) ---------- misc Mana/turn +0.10 Max.mana +41.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen ash magestaff of might (111% power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +6 (+1 eff.) Dmg.mod +15% arcane ----- def ----- Armour +3 Hardiness +2% Phys.save +3 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
acidic steel battleaxe (119% power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Arcane Power 119% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed battleaxes. |
hateful steel battleaxe of projection (124% power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego+] Psionic Power 124% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 darkness Against +10% Living On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed battleaxes. |
iron mace 'Urthodedin' (105% power, 2 apr) =+3Mag=3.0 T1 mace 1H weapon [Rare] Nature Power 105% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +5 nature While equipped: Stats +1 Str +1 Dex +3 Mag +1 Wil +1 Cun Blunt and deadly. |
steel mace (102% power, 3 apr)3.0 T2 mace 1H weapon Reqs Str 16 [Normal] Power 102% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
dwarven-steel waraxe 'Arorand' (121% power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Disrupt Power 121% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 9% chance to slow global speed by 55% While equipped: Stats +1 Cun dps ---------- Crit.mult +10.00% Mind.pwr +20 (+7 eff.) ----- def ----- Resists +12% lightning +3% blight Die.at -40.00 life ---------- misc Psi/ret +0.08 One-handed war axes. |
Unerring Scalpel (111% power, 25 apr) =Apprentice=1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Cun, 55% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
acidic steel dagger of massacre (120% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 120% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, short and deadly. |
Serpent's Glare (91% power, 15 apr, nature damage) =NatDmgMod=3.0 T1 mindstar 1H weapon [Unique] Nature Power 91% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 6 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 198.89 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
vined mindstar (83% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 83% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- 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. |
cured leather sling 'Umbrabender'4.0 T2 sling 1H weapon Reqs Shoot [Random Unique] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Hit: * 10 arcane resource burn While equipped: Stats +3 Str +3 Dex dps ---------- Phys.pwr +6 (+6 eff.) Dmg.mod +10% physical Melee Ret 2 darkness ----- def ----- Resists +12% acid +3% cold Spell.save +6 (+3 eff.) ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
linen robe of lightning (+18%) (0 def, 0 armour) =LightningRes=2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +18% lightning +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of fire (+21%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +14% fire ----- def ----- Resists +9% all +21% fire Mind.save +17 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Nyregorn the cashmere robe (0 def, 0 armour) =+7Dex,+2Mag=2.0 T3 cloth armor [Rare] Nature While equipped: Stats +7 Dex +2 Mag dps ---------- Mind.pwr +20 (+7 eff.) Dmg.mod +15% fire ----- def ----- Resists +22% fire +11% all ---------- misc See.Invis +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% HP.reg +2.50 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
cleansing steel mail armour of fire resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +12% blight +18% fire +13% nature A suit of armour made of mail. |
linen cloak 'Coalspar' (1 def, 0 armour) =+2CunDex,DarkDmgRet=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Res.pen +15% darkness Melee Ret 2 darkness ----- def ----- Defense +1 (+0 eff.) Blind- +10% Cut- +10% Silence- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Hailblood' (1 def, 0 armour) =+3Wil=2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil ----- def ----- Defense +1 (+0 eff.) Resists +6% light +6% blight +9% cold +3% nature +5% arcane Mind.save +6 (+2 eff.) ---------- misc Hate/m.crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of Eldoral (1 def, 5 armour) =+1CunDex,ColdRes=2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Betille the Jetpiety (0 def, 1 armour) =LightningRes,HP=2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Resists +3% lightning +3% fire +9% darkness Phys.save +6 (+3 eff.) Max.HP +20.00 Heal.mod +5% ---------- misc Max.enc +21 A pair of boots made of leather. |
Relgeharadar the Frigidsin (0 def, 1 armour) =+1Mag,ColdRes=2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Mag dps ---------- Dmg.mod +9% cold ----- def ----- Armour +1 Fatigue -6% Resists +12% cold Phys.save +6 (+3 eff.) ---------- misc Max.enc +24 Stam/turn +2.00 Infravis +2 See.Invis +6 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour) =+4CunWil,NatDmgMod=1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
storm rough leather gloves of dexterity (+2) (0 def, 1 armour) =+2Dex,LightningRes=1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 lightning Dmg.mod +3% lightning Acc +10 (+4 eff.) ----- def ----- Armour +1 Resists +5% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring hardened leather gloves of strength (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+6 eff.) On Melee Ret: * 18 arcane resource burn ----- def ----- Armour +2 Spell.save +11 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Zanosus (0 def, 1 armour) =FireRes,Stun-=1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 5 fire Dmg.mod +4% fire ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +5% arcane +3% temporal Stun/Frz- +20% ---------- misc Max.vim +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
clarifying linen wizard hat of nature (+15%) (1 def, 0 armour) =+3Cun,NatDmgMod=2.0 T1 head armor [Ego] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% nature ----- def ----- Defense +1 (+0 eff.) Resists +15% nature Mind.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
grounding linen wizard hat of corrosion (+15%) (1 def, 0 armour) =LightningResist=2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Defense +1 (+0 eff.) Resists +15% acid +5% temporal +5% lightning A pointy cloth hat, very wizardly... |
insulating rough leather cap of strength (+3) (0 def, 1 armour) =+3Str,ColdRes,FireRes=2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold A cap made of leather. |
rough leather cap 'Cametodas' (0 def, 1 armour) =+3Str,+4Cun=2.0 T1 head armor [Rare] Master While equipped: Stats +4 Cun +3 Str dps ---------- Spell.crit +2% ----- def ----- Armour +1 Fatigue +1% ---------- misc Mana/s.crit +1.00 Max.mana +20.00 Infravis +2 A cap made of leather. |
Belenn (6 def, 9 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Armour +9 Defense +6 (+2 eff.) Fatigue +3% Resists +13% darkness +12% blight +7% cold +12% light +5% all Phys.save +8 (+4 eff.) ---------- misc Breathe water A cap made of leather. |
Camurek the hardened leather cap (0 def, 3 armour) =+4Str,+5Wil,Stn-,Die@=2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Str +5 Wil dps ---------- Phys.pwr +9 (+7 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +6% blight +7% physical +3% light Crit.chn- 15.00% Phys.save +7 (+3 eff.) Die.at -40.00 life Stun/Frz- +10% Knockbk- +20% A cap made of leather. |
Brightknight (0 def, 3 armour) =Breath-Water=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% fire ----- def ----- Armour +3 Fatigue +5% Resists +6% mind +5% cold Crit.chn- 15.00% ---------- misc See.Invis +12 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding iron helm of strength (+3) (0 def, 3 armour) =+3Str,LightningTempralRes=3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (0 def, 12 armour) =+3Con,Stn-=3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
13 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. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 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. |
3 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. |
5 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. |
2 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. |
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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) 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. |
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. |
Gunaleg (dig speed 28 turns) =+2CunStr=3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +2 Str dps ---------- Acc +14 (+5 eff.) ----- def ----- Armour +2 Resists +2% physical Spell.save +3 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) =Digger=3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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 (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 131 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. |
iron torque of mindblast [power 100] (10 cooldown) =Silence=2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 103 mind damage and silencing them for 4 turns Puts all charms on 10 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By HalfRog IV the Halfling Rogue level 15
26th Haze 122nd year of Ascendancy at 11:33 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By HalfRog IV the Halfling Rogue level 13
3rd Haze 122nd year of Ascendancy at 20:34 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By HalfRog IV the Halfling Rogue level 10
18th Dusk 122nd year of Ascendancy at 17:13 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By HalfRog IV the Halfling Rogue level 11
26th Dusk 122nd year of Ascendancy at 04:43 see stats
Log
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HalfRog IV uses Throwing Knives.
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HalfRog IV uses Throwing Knives.
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HalfRog IV uses Throwing Knives.
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HalfRog IV uses Throwing Knives.
HalfRog IV's Throwing Knife performs a melee critical strike against Black mamba!
You collect a new ingredient: black mamba head (1).
HalfRog IV's Throwing Knife hits Black mamba for 205 physical damage.
HalfRog IV's Throwing Knife killed Black mamba!
Today is the 37th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
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You pickup 0.95 gold pieces.
You pickup 0.50 gold pieces.
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Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You pickup 0.80 gold pieces.
You pickup 0.85 gold pieces.
Ran for 2 turns (stop reason: hostile spotted to the southeast (minotaur)).
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HalfRog IV uses Throwing Knives.
Saving game...
Saving done.
















































































































