











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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! Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Rogue |
| Level / Exp | 22 / 82% |
| Size | medium |
| Lifes / Deaths | Killed by Poladavea the thief at level 21 on the 38th Haze 122nd year of Ascendancy at 14:40 / 2Killed by skeleton magus at level 22 on the 48th Haze 122nd year of Ascendancy at 19:59 |
Primary Stats
| Strength | 23 (base 15) |
| Dexterity | 66 (base 50) |
| Constitution | 45 (base 38) |
| Magic | 8 (base 10) |
| Willpower | 27 (base 10) |
| Cunning | 22 (base 15) |
Resources
| Life | -46/623 |
| Stamina | 16/176 |
| Healing Factor | 1.3511689881047 |
| Regeneration | 8.4448061756543 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 65 |
| Crit Chance | 12% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 53 |
| Accuracy | 65 |
| Crit Chance | 12% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +11% |
| Mind | +6% |
| Light | +10% |
| Temporal | +9% |
Offense: Damage Penetration
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 33 (30%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 13 |
| Physical Save | 39 |
| Spell Save | 30 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 29%( 70%) |
| Blight | + 40%( 70%) |
| Physical | + 32%( 70%) |
| Cold | + 26%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 21%( 70%) |
| Light | + 40%( 70%) |
| Temporal | + 25%( 70%) |
| Mind | + 22%( 70%) |
| Darkness | + 26%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Disarm Resistance | 25% |
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 154 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Stealth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Duelist | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Poisons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Quickdraw |
| detrimental effect | The target is on fire, taking 56.44 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects (except Wet and Frozen Feet). The target cannot teleport or heal while frozen. 249 HP on the iceblock remaining. Frozen |
| beneficial effect | Has 9 throwing knives prepared: 9 KnivesRange: 7 Net Damage: 92 - 129 Accuracy: 81 (knife) APR: 22 Crit Chance: +30% Crit mult: 173% Uses Stats: 70% Dex, 50% Str |
| detrimental effect | The target is confused, acting randomly (chance 42%) and unable to perform complex actions. Confused |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | Parrying melee and ranged attacks: Has a 0% chance to deflect up to 20 damage from the next 2.2 attack(s). Parried attacks cannot crit. Parrying |
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 failed to protect the injured seer from death by hornet swarm. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Heart of the Gloom. Escort: worried loremaster (level 1 of Heart of the Gloom)As a reward you improved Dexterity by +5. | done |
You failed to protect the worried loremaster from death by Xanith the master vampire. Escort: worried loremaster (level 3 of Dreadfell) | 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 Minotaur. * 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 42. | 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. * 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed giant spider spinneret. Marus of Elvala has completed an elixir of the savior without your aid. | 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 within6 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Armysatar the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Dex +4 Cun +8 Lck dps ---------- Mind.crit +3% Dmg.mod +6% mind +9% temporal ----- def ----- Armour +3 Mind.save +3 (+1 eff.) Stealth +8 A pair of boots made of leather. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(80 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Emelethra (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 16 ----- def ----- Armour +3 Fatigue +3% Resists +7% lightning +12% temporal +3% darkness +6% cold +9% acid Spell.save +15 (+7 eff.) HP.reg +4.00 A cap made of leather. |
| On hands | Weepbutcher (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +2 Dex +4 Wil dps ---------- Phys.pwr +15 (+5 eff.) Res.pen +5% physical Acc +6 (+1 eff.) Apr +1 ----- def ----- Armour +2 Resists +9% nature Phys.save +7 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +25% 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. |
| Tool | elm totem of summon tentacle [power 95] (18/25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 98 Armor: 0 All Resist: 4 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | savior's steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +9 ----- def ----- Defense +8 (+0 eff.) Phys.save +10 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 126% 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. Rings make your fingers look great! |
| On fingers | savior's steel ring of blight (+11%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +11% blight ----- def ----- Resists +11% blight Phys.save +8 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! |
| Around neck | Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | flaming dwarven-steel dagger of vileness (16-21 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane Power 16.0 - 20.8 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +11 blight On Hit.r1 +8 fire On Hit: * 16% chance to reduce strength, dexterity, and constitution by 5 Sharp, short and deadly. |
| Around waist | Tulibar1.0 T3 belt armor [Rare] Arcane While equipped: ----- def ----- Armour +7 Resists +18% fire Phys.save +3 (+1 eff.) Mind.save +6 (+3 eff.) Max.HP +60.00 Blind- +10% Stun/Frz- +20% Create a temporary shield that absorbs 221 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
| In off hand | chilling dwarven-steel dagger (18-24 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane Power 18.5 - 24.1 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 cold Sharp, short and deadly. |
| Cloak | linen cloak 'Emeliseth' (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Defense +6 (+0 eff.) Resists +9% mind +3% acid Phys.save +6 (+2 eff.) HP.reg +2.00 Silence- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant hardened leather armour of the deep (9 def, 8 armour)9.0 T3 light armor [Ego++] Nature While equipped: Stats +2 Wil ----- def ----- Armour +8 Defense +9 (+0 eff.) Fatigue +8% Resists +16% blight +7% cold +10% darkness +5% acid ---------- misc Light +1 Breathe water A suit of armour made of leather. |
Inventory
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 55% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 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. |
enhanced steel dagger of erosion (11-14 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Nature Power 11.0 - 14.3 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 nature While equipped: Stats +4 Str +3 Dex +4 Mag +5 Wil +4 Cun +5 Con Sharp, short and deadly. |
dwarven-steel longsword (24-34 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Normal] Power 24.5 - 34.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
steel longsword of erosion (17-24 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Nature Power 17.0 - 23.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 nature Sharp, long, and deadly. |
arcing dwarven-steel mace of vileness (26-36 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Ego] Arcane Power 26.0 - 36.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +6 blight On Hit: * 11% chance to reduce strength, dexterity, and constitution by 5 * 25% chance for lightning to strike from the target to a second target dealing 15 damage Blunt and deadly. |
ethereal yew magestaff (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane 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 +3% Spell.pwr +14 (+13 eff.) Dmg.mod +20% arcane Phasing +16% ----- def ----- Defense +16 (+5 eff.) Shield.pwr +9% ---------- misc Talents +1 Command Staff This staff offers 20% bonus to arcane damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] 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 +3% Spell.pwr +9 (+9 eff.) Dmg.mod +20% blight ---------- misc Talents +1 Command Staff This staff offers 20% bonus to blight damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
balanced deep-steel trident of amnesia (27-43 power, 10 apr)3.0 T3 trident 2H weapon Reqs Str 24 [Ego+] Master/Psionic Power 27.0 - 43.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +10 (+0 eff.) Disarm- +38% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
dwarven-steel waraxe (21-29 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Normal] Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+13 eff.) Dmg.mod +15% arcane ----- def ----- Resists +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. |
blood-soaked pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+2 eff.) Apr +5 ----- def ----- Armour +3 ---------- misc Stam/turn +0.50 Max.stam +15.00 A pair of boots made of leather. |
dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +2 Fatigue +3% 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. |
troll-hide cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+0 eff.) Fatigue +7% Max.HP +30.00 HP.reg +3.00 Heal.mod +11% A suit of armour 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. |
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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+0 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+0 eff.) Phys.save +6 (+2 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. |
3 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 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+0 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. |
woodsman's iron pickaxe (dig speed 38 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. |
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. |
2 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 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
3 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. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Blurb the Thalore Rogue level 13
3rd Flare 122nd year of Ascendancy at 07:11 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Blurb the Thalore Rogue level 19
28th Haze 122nd year of Ascendancy at 04:47 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Blurb the Thalore Rogue level 18
7th Haze 122nd year of Ascendancy at 04:20 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Blurb the Thalore Rogue level 18
19th Dusk 122nd year of Ascendancy at 13:13 see stats
Level 10 (Roguelike)
Got a character to level 10.By Blurb the Thalore Rogue level 10
6th Mirth 122nd year of Ascendancy at 14:00 see stats
Level 20 (Roguelike)
Got a character to level 20.By Blurb the Thalore Rogue level 20
32nd Haze 122nd year of Ascendancy at 23:34 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Blurb the Thalore Rogue level 18
25th Dusk 122nd year of Ascendancy at 18:17 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Blurb the Thalore Rogue level 8
3rd Mirth 122nd year of Ascendancy at 09:23 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Blurb the Thalore Rogue level 18
37th Dusk 122nd year of Ascendancy at 07:53 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Blurb the Thalore Rogue level 18
65th Dusk 122nd year of Ascendancy at 21:47 see stats
Unstoppable (Roguelike)
Returned from the dead.By Blurb the Thalore Rogue level 21
38th Haze 122nd year of Ascendancy at 14:41 see stats
Log
Blurb's Fan of Knives hits Skeleton magus for 74 physical, 13 light (86 total damage).
Blurb's Fan of Knives hits Skeleton magus for 64 physical, 13 light (76 total damage).
Blurb's Fan of Knives hits Skeleton magus for (42 absorbed), 11 physical, 13 light (23 total damage).
Blurb's Fan of Knives hits Skeleton magus for 99 physical, 13 light (112 total damage).
Blurb performs a melee critical strike against Skeleton magus!
Blurb performs a melee critical strike against Skeleton magus!
Blurb hits Skeleton magus for 78 physical, 12 blight, 13 light, 8 fire, 74 physical, 8 cold, 13 light (206 total damage).
Skeleton magus misses Blurb.
Blurb hits Skeleton magus for 59 physical, 12 blight, 13 light, 8 fire, 52 physical, 8 cold, 13 light (165 total damage).
Skeleton magus misses Blurb.
Blurb is no longer evading attacks.
You collect a new ingredient: skeleton mage skull (1).
Blurb hits Skeleton magus for 50 physical damage.
Blurb killed Skeleton magus!
Blurb wanders around!
Blurb is on fire!
Something hits Blurb for 134 fire damage.
Burning from Skeleton magus hits Blurb for 47 fire damage.
You pickup 0.70 gold pieces.
You pickup 0.80 gold pieces.
Talent Throwing Knives is ready to use.
Burning from Skeleton magus hits Blurb for 47 fire damage.
You pickup 0.70 gold pieces.
Emperor wight casts Freeze.
Blurb is encased in ice!




























































































