










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| 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 1.7.6Donators/Buyers bonus! Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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:
Cleaner Item Descriptions 1.7.0Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Archmage |
| Level / Exp | 10 / 100% |
| Size | medium |
| Lifes / Deaths | Killed by Glorothra the cave bear at level 10 on the 23rd Dusk 122nd year of Ascendancy at 22:01 / 1 |
Primary Stats
| Strength | 9 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 47 (base 33) |
| Willpower | 31 (base 22) |
| Cunning | 17 (base 11) |
Resources
| Life | -9/206 |
| Mana | 96/268 |
| Healing Factor | 1.1100003099961 |
| Regeneration | 0.94350026349673 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 15 |
| Accuracy | 8 |
| Crit Chance | 8% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Fire | +16% |
| Acid | +6% |
| Cold | +16% |
| Arcane | +6% |
| Mind | +19% |
| Nature | +14% |
Offense: Damage Penetration
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 9 (30%) |
| Defense | 4 |
| Ranged Defense | 4 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 23 |
| Mental Save | 16 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Cold | + 41%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 15%( 70%) |
| Temporal | + 10%( 70%) |
| Mind | + 17%( 70%) |
| Lightning | + 10%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 27%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
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. | 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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Heart of the Gloom. Escort: lost sun paladin (level 2 of Heart of the Gloom)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
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 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.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one length of troll intestine. Kindly empty it before returning.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed warg claw. | 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 |
Equipment
| On feet | Lelorogorn (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +3 Fatigue -5% Resistance +6% mind Physical save +15 (+8 eff.) Life +60.00 other ------- Encumbrance +22 A pair of boots made of leather. |
| On hands | rough leather gloves 'Zubura' (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ Mindpower +10 (+5 eff.) On-Hit 5 mind Damage +4% mind When Hit 2 mind defense ------ Armor +1 Resistance +12% acid +3% temporal +5% mind other ------- Max psi +10.00 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. |
| On head | linen wizard hat 'Draregokan' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +5 Cun +2 Dex offense ------ Mind Crit +2% Mindpower +3 (+2 eff.) defense ------ Defense +1 (+1 eff.) Resistance +3% fire other ------- Psi/turn +0.12 A pointy cloth hat, very wizardly... |
| Tool | iron torque of mindblast [power 100] (15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 119 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Konarindil the Stormhacker0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +15% mind +10% cold defense ------ Resistance +3% lightning +26% cold Rings make your fingers look great! |
| On fingers | copper ring 'Branuduldir'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Str +1 Dex +3 Mag offense ------ Critical power +10.00% Damage +11% nature defense ------ Resistance +22% nature Rings make your fingers look great! |
| Around waist | Loredebar the Dimonslaught1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Mag offense ------ Ignore resists +5% physical defense ------ Resistance +9% darkness Life Regen +0.60 Healmod +11% other ------- Max stamina +10.00 A belt that goes around your waist. |
| Main armor | linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| In main hand | Ce'Norelaith the Windbone (10-12 power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Wil offense ------ Spell Crit +7% Critical power +10.00% Spellpower +3 (+1 eff.) Damage +3% nature +10% fire other ------- See Invisibility +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Cloak | Dimstone (1 def, 5 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Wil +3 Mag offense ------ When Hit 4 darkness defense ------ Armor +5 Defense +1 (+1 eff.) Resistance +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | Void Star1.0 Encumbrance T2 lite [Unique] Arcane While equipped: offense ------ Spell Crit +5% Damage +6% acid +6% cold +6% fire +6% arcane +6% lightning other ------- Light +2 Echoes From The Void: Effective talent level: 2.0 Power cost 70 out of 70/70. Range 10 Cooldown: 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 32.91 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
Inventory
movement infusion of the psychic (speed 608%; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 608% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 5; phase 23; cd 14)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 14 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 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Bleakbringer0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +6% mind +11% cold defense ------ Resistance +3% fire +22% cold +12% darkness +3% light Rings make your fingers look great! |
balanced iron greatsword of daylight (16-26 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon Reqs Str 11 [Ego] Arcane/Master Weapon Damage 16.5 - 26.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +9 light Damage Against +10% Undead While equipped: offense ------ Accuracy +9 (+9 eff.) defense ------ Defense +9 (+9 eff.) Disarm Resist +29% Massive two-handed swords. |
nature's mossy mindstar of balance (2-3 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature Weapon Damage 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) Damage +3% nature defense ------ Resistance +2% blight Physical save +3 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Disease Resist +11% other ------- EQ when Hit +0.70 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. |
Brightbraze4.0 Encumbrance T1 sling 1H weapon Reqs Shoot [Rare] Disrupt Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 On-ranged-hit +4 acid On-Hit, radius 1 +8 acid +4 darkness +4 light While equipped: Stats +2 Cun +2 Wil offense ------ Mindpower +6 (+3 eff.) Damage +9% acid On-Hit (Ranged): * 6 arcane resource burn other ------- Light +2 Masteries +0.10 Wild-gift/Antimagic Slings are used to hurl stones or metal shots at your foes. |
earthen elm starstaff (10-12 power, 2 apr, physical element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% physical defense ------ Armor +4 Hardiness +3% Physical save +2 (+1 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (10-12 power, 2 apr, cold element)5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff of illumination (10-12 power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Ego] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% darkness defense ------ Defense +5 (+5 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.3 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 67.98 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. |
elm vilestaff 'Flashlore' (10-12 power, 2 apr, blight element)5.0 Encumbrance T1 staff 2H weapon [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +11.00% Spellpower +3 (+1 eff.) Damage +10% blight +6% mind +3% lightning Ignore resists +10% nature On-Hit (Melee): * 10% chance to slow global speed by 46% defense ------ Resistance +3% nature +9% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced iron waraxe (12-17 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon Reqs Str 11 [Ego] Master Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Accuracy +6 (+6 eff.) defense ------ Defense +6 (+6 eff.) Disarm Resist +20% One-handed war axes. |
Branidas (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +3 Wil +1 Mag offense ------ Physical Power +5 (+5 eff.) Accuracy +15 (+13 eff.) defense ------ Defense +1 (+1 eff.) Life +30.00 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 protection (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +10% cold Spell save +6 (+3 eff.) Mind save +6 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gissra (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun offense ------ Mind Crit +1% On-Hit (Melee): * 20% chance to reduce all saves and defense by 20 defense ------ Armor +1 Fatigue -5% Physical save +6 (+3 eff.) Mind save +3 (+3 eff.) other ------- Encumbrance +22 A pair of boots made of leather. |
Offalslicer (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Physical Power +15 (+13 eff.) Damage +6% nature Ignore Armor +2 On-Hit (Melee): * 10% chance to slow global speed by 46% defense ------ Armor +1 Resistance +6% lightning +5% temporal +1% physical A pair of boots made of leather. |
Vorawe the Frozenstar (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Wil +1 Con offense ------ Damage +9% cold defense ------ Armor +1 Resistance +5% lightning +5% temporal +6% mind A pair of boots made of leather. |
Torchveil the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +1 Cun +2 Dex offense ------ Damage +6% fire Ignore resists +5% fire defense ------ Defense +1 (+1 eff.) Resistance +3% fire other ------- EQ when Hit +1.00 Psi when Hit +1.00 Hate when Hit +0.70 Infravision +1 See Invisibility +9 A pointy cloth hat, very wizardly... |
linen wizard hat 'Frostrage' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +1 Wil defense ------ Defense +1 (+1 eff.) Resistance +6% cold Mind save +14 (+9 eff.) other ------- Max psi +10.00 A pointy cloth hat, very wizardly... |
rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor Reqs Str 10 [Normal] While equipped: defense ------ Armor +2 Defense +3 (+3 eff.) Fatigue +6% A suit of armour made of leather. |
agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
bright brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Master/Psionic While equipped: defense ------ Mind save +5 (+4 eff.) other ------- Light +5 See Stealth +6 See Invisibility +7 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. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+5 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
extending elm wand of conjuration [power 105] (15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 111 acid damage Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Stress the Shalore Archmage level 10
23rd Dusk 122nd year of Ascendancy at 09:07 see stats
Orbituary (Insane (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Stress the Shalore Archmage level 2
74th Pyre 122nd year of Ascendancy at 17:54 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Stress the Shalore Archmage level 8
4th Flare 122nd year of Ascendancy at 08:41 see stats
Log
Talent Lightning is ready to use.
Talent Command Staff is ready to use.
Talent Dig is ready to use.
Talent Arcane Reconstruction is ready to use.
Deadly Poison from Glorothra the cave bear hits Stress for 9 nature damage.
Glorothra the cave bear stops burning.
Glorothra the cave bear uses Skullcracker.
Stress wanders around!
Glorothra the cave bear hits Stress for 40 physical damage.
Deadly Poison from Glorothra the cave bear hits Stress for 14 nature damage.
Melee retaliation hits Glorothra the cave bear for 2 darkness, 1 mind (3 total damage).
Stress is not stunned anymore.
Talent Command Staff is ready to use.
Deadly Poison from Glorothra the cave bear hits Stress for 14 nature damage.
Talent Flame is ready to use.
Talent Fireflash is ready to use.
Deadly Poison from Glorothra the cave bear hits Stress for 13 nature damage.
Glorothra the cave bear performs a melee critical strike against Stress!
Stress is crippled.
Glorothra the cave bear hits Stress for 31 physical, 23 physical (53 total damage).
Melee retaliation hits Glorothra the cave bear for 4 darkness, 2 mind, 4 darkness, 2 mind (13 total damage).
Stress is confused and fails to use Arcane Reconstruction.
Glorothra the cave bear has finished recovering.
Deadly Poison from Glorothra the cave bear hits Stress for 10 nature damage.
Poison bursts out of Stress's corpse!
Glorothra the cave bear hits Stress for 41 physical damage.
Melee retaliation hits Glorothra the cave bear for 3 darkness, 2 mind, 3 darkness, 2 mind (11 total damage).
Stress the level 10 shalore archmage was ground to death by Glorothra the cave bear on level 3 of Norgos Lair.














































































