
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Possessor Bonus Class 1.7.4Donators/Buyers bonus! OldRPG Revival - UI 1.4.9 Ashes of Urh'Rok 1.7.4Official Expansion!OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Items Vault 1.7.6Donators/Buyers bonus! 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 Embers of Rage 1.7.4Official Expansion!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 | Normal Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Anorithil |
| Level / Exp | 18 / 1% |
| Size | medium |
| Lifes / Deaths | Killed by Emelona the master vampire at level 18 on the 24th Dearth 122nd year of Ascendancy at 09:56 / 1 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 31 (base 24) |
| Magic | 59 (base 44) |
| Willpower | 20 (base 10) |
| Cunning | 32 (base 25) |
Resources
| Life | -137/476 |
| Positive | 56/101 |
| Negative | 23/101 |
| Healing Factor | 1.1658714593978 |
| Regeneration | 0.29146786484945 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 14 |
| Crit Chance | 10% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +16% |
| Light | +31% |
| Darkness | +6% |
| Cold | +20% |
| Fire | +5% |
Offense: Damage Penetration
| Cold | +8% |
| Fire | +5% |
| Light | +5% |
Defense: Base
| Armour (hardiness) | 11 (30%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 34 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Darkness | + 10%( 70%) |
| Cold | + 30%( 70%) |
| Lightning | + 27%( 70%) |
| Fire | + 16%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 23% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 82 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 Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 159 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
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 grave | active |
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 Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Heart of the Gloom. Escort: lone alchemist (level 1 of Heart of the Gloom)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 have explored the Old Forest and vanquished Wrathroot. * 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' 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 vial of wight ectoplasm. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed sandworm tooth. | 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 within8 lumberjacks have died. | done |
Equipment
| On feet | Arthyran the Flashbore (0 def, 9 armour)2.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Phys.pwr +12 (+6 eff.) Spell.pwr +8 (+3 eff.) Mind.pwr +12 (+5 eff.) Res.pen +5% light On Hit (Melee): * 20% chance to reduce armor by 34% ----- def ----- Armour +9 Resists +18% acid Phys.save +7 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +10 (+5 eff.) ---------- misc Infravis +2 A pair of boots made of leather. |
| Light source | 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 109.54 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 109.54 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 37.17 to 111.52 lightning damage (74.35 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| Tool | steel torque of mindblast [power 165] (6/15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 165 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | marksman's gold ring of power0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Phys.pwr +7 (+4 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +7 (+3 eff.) Acc +8 (+6 eff.) Rings make your fingers look great! |
| On fingers | savage's copper ring of luminosity0.1 T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag +2 Con dps ---------- Melee+ 10 light Ranged+ 12 light Dmg.mod +11% light ----- def ----- Spell.save +12 (+6 eff.) ---------- misc Max.stam +10.00 Rings make your fingers look great! |
| Around waist | Erelidudir the Blindhunt1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +6% lightning +6% darkness Res.pen +5% fire Melee Ret 4 fire ----- def ----- Resists +3% darkness Phys.save +5 (+3 eff.) A belt that goes around your waist. |
| In main hand | yew starstaff of illumination (20-24 power, 4 apr, light element)5.0 T3 staff 2H weapon [Ego] Nature 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 (+3 eff.) Dmg.mod +20% light ----- def ----- Defense +5 (+3 eff.) ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 96.91 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 46.26 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Main armor | Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
| Cloak | resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +11% lightning Stun/Frz- +23% Amulets make your neck look great! |
Inventory
starlit steel amulet of willpower (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +10% light +12% darkness Blind- +24% Amulets make your neck look great! |
Bokyrek0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Dmg.mod +9% mind Res.pen +15% mind ----- def ----- Mind.save +6 (+3 eff.) Confus- +23% ---------- misc Psi/ret +0.04 Max.hate +2.00 Max.psi +20.00 Rings make your fingers look great! |
hateful steel longsword of vileness (14-20 power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Ego] Arcane/Psionic Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 blight +7 darkness Against +5% Living On Hit: * 10% chance to reduce strength, dexterity, and constitution by 24 Sharp, long, and deadly. |
mighty cured leather sling of fire4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +7 fire While equipped: Stats +1 Str dps ---------- Phys.pwr +6 (+3 eff.) Dmg.mod +8% fire Slings are used to hurl stones or metal shots at your foes. |
ash vilestaff of greater warding (15-18 power, 3 apr, blight element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% blight ----- def ----- Armour +8 Defense +6 (+3 eff.) ---------- misc Wards +3 blight Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen elm starstaff (10-12 power, 2 apr, light element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% light ----- def ----- Armour +3 Hardiness +2% Phys.save +3 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff (10-12 power, 2 apr, light element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elm starstaff of power (10-12 power, 2 apr, light element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +8 (+3 eff.) Dmg.mod +10% light ---------- misc Mana/turn +0.10 Max.mana +35.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging ash magestaff of might (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +6 (+2 eff.) S.pwr/crit +4 Dmg.mod +15% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cleansing rough leather belt1.0 T1 belt armor [Ego] Disrupt While equipped: ----- def ----- Resists +5% acid +6% blight A belt that goes around your waist. |
rough leather belt 'Airsaw'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +3% cold ----- def ----- Resists +6% darkness Mind.save +3 (+1 eff.) HP.reg +0.80 Heal.mod +11% A belt that goes around your waist. |
rough leather belt of burglary1.0 T1 belt armor [Ego+] Master While equipped: Stats +3 Dex +3 Cun +6 Lck ----- def ----- Stealth +5 ---------- misc T.Disarm +7 Infravis +3 A belt that goes around your waist. |
regal linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
scholar's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +11.00 A pair of boots made of leather. |
linen wizard hat of madness (1 def, 0 armour)2.0 T1 head armor [Ego+] Psionic While equipped: Stats +1 Cun +2 Wil dps ---------- Mind.crit +5% ----- def ----- Defense +1 (+1 eff.) Mind.save +11 (+5 eff.) Hateful Whisper: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 83 Mind damage and spreads amongst your foes, dealing damage and feeding you 2.3 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 2 tiles if one is available; beyond this, all affected targets have a 21% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
rejuvenating steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% HP.reg +2.60 ---------- misc Stam/turn +0.70 A suit of armour made of mail. |
Hathedubers (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +9 Fatigue +22% Resists +17% lightning Mind.save +12 (+6 eff.) Max.HP +26.00 HP.reg +4.00 Heal.mod +12% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.04 Mana/s.crit +2.00 A suit of armour made of metal plates. |
Voroth the Singeransom (0 def, 14 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Master While equipped: dps ---------- Res.pen +10% fire +15% cold Melee Ret 10 mind 4 fire On Hit (Melee): * 10% chance to reduce all saves and defense by 23 ----- def ----- Armour +14 Fatigue +17% Resists +6% fire Phys.save +5 (+3 eff.) A suit of armour made of metal plates. |
impenetrable iron plate armour of clarity (0 def, 12 armour)17.0 T1 massive armor Reqs Massive armour training Str 22 [Ego] Master/Psionic While equipped: ----- def ----- Armour +12 Fatigue +22% Resists +6% mind Mind.save +11 (+5 eff.) A suit of armour made of metal plates. |
steel shield of lightning resistance (+18%) (0 def, 4 armour, 42.5 block)7.0 T2 shield armor Reqs Shield usage training Str 16 [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +18% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
Hornet Stingers (20/20, 18-25 power, 10 apr)3.0 T2 arrow ammo Reqs Dex 18 [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
quiver of ash arrows (22/22, 20-29 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Normal] Power 20.5 - 28.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 22 Arrows are used with bows to pierce your foes to death. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)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. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Islutira2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr +15 (+8 eff.) Dmg.mod +6% mind ----- def ----- Phys.save +3 (+2 eff.) ---------- misc Stam/turn +1.00 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. |
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.(69 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
cleansing steel torque of clear mind [power 2] (6/25 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
overpowered dwarven-steel torque of gale force [power 385] (6/23 cooldown)2.0 T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 385 physical damage Puts all charms on 23 cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of stinging [power 110] (6/15 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
powerful ash totem of stinging [power 176] (6/15 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 176 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
3 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. |
Moldripper [power 9] (6/15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Melee Ret 6 nature ----- def ----- Resists +9% nature +6% darkness +3% mind Reveal the area around you, dispelling darkness (radius 9, power 67 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
focusing elm wand of lightning storm [power 116] (6/15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 26 lightning damage and will be dazed for 1 turn (134 total damage) Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful elm wand of lightning storm [power 110] (6/15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (127 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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. |
4 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
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Ushi the Dwarf Anorithil level 11
16th Wealth 122nd year of Ascendancy at 16:48 see stats
Level 10 (Roguelike)
Got a character to level 10.By Ushi the Dwarf Anorithil level 10
27th Profit 122nd year of Ascendancy at 11:46 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Ushi the Dwarf Anorithil level 5
19th Voratun 122nd year of Ascendancy at 04:50 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Ushi the Dwarf Anorithil level 10
30th Profit 122nd year of Ascendancy at 18:47 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Ushi the Dwarf Anorithil level 14
5th Dearth 122nd year of Ascendancy at 14:44 see stats
Log
Ushi hits Shadow for 9 fire damage.
The unseen force around Emelona the master vampire subsides.
Emelona the master vampire uses Stun.
Emelona the master vampire's mind surges with critical power!
Your shield crumbles under the damage!
The shield around Ushi crumbles.
Ushi resists the effect 'Stunned'!
Melee retaliation hits Emelona the master vampire for (2 absorbed), 0 fire, (2 absorbed), 0 cold, (14 absorbed), 0 light, (5 absorbed), 0 darkness, (2 absorbed), 0 fire, (2 absorbed), 0 cold, (14 absorbed), 0 light, (5 absorbed), 0 darkness (0 total damage).
Emelona the master vampire hits Ushi for (89 absorbed), 58 mind, 4 acid, 4 acid (66 total damage).
Ushi hits Emelona the master vampire for (7 absorbed), 0 lightning (0 total damage).
Ushi hits Shadow for 9 lightning damage.
Ushi's skin returns to normal.
Talent Infusion: Regeneration is ready to use.
Talent Searing Light is ready to use.
Talent Shadow Blast is ready to use.
Talent Dig is ready to use.
Ushi casts Searing Light.
Shadow casts Blindside.
Melee retaliation hits Shadow for 1 fire, 6 cold, 21 light (28 total damage).
Shadow hits Ushi for 82 physical damage.
Melee retaliation killed Shadow!
Emelona the master vampire uses Willful Strike.
Emelona the master vampire's mind surges with critical power!
Ushi was blasted back 2 spaces!
The shield around Emelona the master vampire crumbles.
Ushi's light area effect hits Emelona the master vampire for (35 absorbed), 1 light (1 total damage).
Phantasmal Shield hits Ushi for 64 light damage.
Emelona the master vampire hits Ushi for 339 physical damage.
Ushi the level 18 dwarf anorithil was purified to death by Emelona the master vampire on level 4 of Old Forest.


















































































