










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Insane Roguelike |
| Sex | Female |
| Race | Doomelf |
| Class | Brawler |
| Level / Exp | 13 / 47% |
| Size | medium |
| Lifes / Deaths | Killed by Ivorin the red ooze at level 13 on the 69th Dusk 122nd year of Ascendancy at 14:42 / 1 |
Primary Stats
| Strength | 33 (base 19) |
| Dexterity | 44 (base 29) |
| Constitution | 36 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 33 (base 30) |
Resources
| Life | -12/464 |
| Stamina | 107/148 |
| Healing Factor | 1.2979202340232 |
| Regeneration | 0.32448005850581 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
Offense: Barehand
| Damage | 54 |
| Accuracy | 36 |
| Crit Chance | 9% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +14% |
| Blight | +11% |
| Physical | +8% |
| Cold | +7% |
| All | 0% |
| Darkness | +9% |
| Light | +10% |
| Mind | +6% |
| Fire | +7% |
| Nature | +3% |
Offense: Damage Penetration
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 14 (35.65183292883%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 9 |
| Mental Save | 19 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Blight | + 24%( 70%) |
| Physical | + 25%( 70%) |
| Cold | + 37%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 20%( 70%) |
| Light | + 40%( 70%) |
| Temporal | + 23%( 70%) |
| Fire | + 32%( 70%) |
Defense: Immunities
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 215 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 57 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 15 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 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Strength stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Doomelf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 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. | 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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed honey tree root. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed xorn fragment. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of focus. 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 vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * '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.' * You've found the needed ice ant stinger. | 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 within4 lumberjacks have died. | done |
Equipment
| On feet | Salywe the Plaguesting (0 def, 6 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% nature On-Hit (Melee): * 20% chance to reduce armor by 17% defense ------ Armor +6 Fatigue +2% Life +40.00 other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | corrosive iron gauntlets of strength (+3) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +5 (+2 eff.) On-Hit 5 acid Damage +3% acid defense ------ Armor +1 Fatigue +1% Resistance +5% acid Unarmed combat: Weapon Damage 15.0 - 21.0 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 100% On-crit, radius 2 +6 acid On Hit: 10% Corrosive Breath level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Xerewen the Deepsseam (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex +3 Wil +2 Cun offense ------ Damage +9% darkness When Hit 2 darkness defense ------ Armor +1 Fatigue +1% Mind save +3 (+2 eff.) other ------- Hate-on-crit +1.00 A cap made of leather. |
| Tool | Ce'Nirinne the elm totem of healing [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: defense ------ Defense +10 (+3 eff.) Resistance +9% fire +6% darkness +3% cold Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
| On fingers | copper ring of blight (+11%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +11% blight defense ------ Resistance +11% blight Rings make your fingers look great! |
| Around neck | stabilizing copper amulet of constitution (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Resistance +10% temporal Pinning Resist +22% Knockbk Resist +22% Amulets make your neck look great! |
| Main armor | woollen robe of alchemy (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +11% acid +8% physical +7% fire +7% cold defense ------ Resistance +11% acid +11% physical +11% fire +12% cold +9% all other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(60 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| Cloak | thick linen cloak of Eldoral (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +2 Dex defense ------ Armor +6 Defense +1 (+0 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. |
| Around waist | Betydawen1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +4 Dex +3 Con offense ------ Damage +6% mind Ignore resists +5% physical defense ------ Resistance +1% physical Life +30.00 A belt that goes around your waist. |
Inventory
healing infusion of the warrior (heal 106; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 106 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 501%; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 501% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 499%; cd 17)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 499% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 18%; mental; dur 3; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the duelist (absorb 65; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 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 65 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 45; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 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 45 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 188; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 188 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet0.1 Encumbrance T1 amulet jewelry [Normal] Amulets make your neck look great! |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
steel dagger 'Hathuharazor' (13-17 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Disrupt/Master Weapon Damage 13.0 - 16.9 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 10 arcane resource burn While equipped: Stats +1 Con offense ------ Physical Power +6 (+2 eff.) Ignore resists +11% physical Accuracy +6 (+3 eff.) Ignore Armor +6 defense ------ Resistance +3% cold +3% darkness +5% arcane Disarm Resist +12% Sharp, short and deadly. |
Aroba1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil offense ------ Ignore resists +10% physical Against +16% Summoned defense ------ Armor +2 Resistance +6% temporal Resist Against +16% Summoned A belt that goes around your waist. |
Dazzlekill the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Str defense ------ Defense +5 (+2 eff.) Resistance +2% physical Unlife -40.00 life Life Regen +0.90 Healmod +11% A belt that goes around your waist. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt 'Eilinelrada'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: defense ------ Defense +8 (+3 eff.) Resistance +6% acid +1% physical Stealth +5 Unlife -80.00 life A belt that goes around your waist. |
Chalondil the linen cloak (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Mag +4 Con defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +1% physical +11% cold Unlife -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Defense +7 (+2 eff.) Physical 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. |
Spellhunt Remnants (1 def, 2 armour)1.5 Encumbrance T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+2 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+0 eff.) Spell save +4 (+4 eff.) Life +20.00 Unarmed combat: Weapon Damage 13.0 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +10 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 13.0 - 18.2 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 100% Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Unarmed combat: Weapon Damage 9.0 - 9.9 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Brightpain (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Wil offense ------ Ignore resists +5% light +5% temporal When Hit 2 temporal defense ------ Defense +1 (+0 eff.) Resistance +6% light +3% temporal Physical save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
Saleminor the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +12% blight +6% temporal Ignore resists +5% temporal defense ------ Armor +1 Fatigue +1% Resistance +7% cold Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana-on-crit +2.00 Breathe water A cap made of leather. |
rough leather cap 'Chargelace' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str offense ------ Damage +3% lightning When Hit 2 lightning On-Hit (Melee): * 20% chance to reduce damage dealt by 13% * 20% chance to reduce all saves and defense by 15 defense ------ Armor +1 Fatigue +1% Resistance +6% mind A cap made of leather. |
stabilizing iron helm of strength (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Str defense ------ Armor +3 Fatigue +5% Physical save +11 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
rough leather armour of Toknor (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego+] Master While equipped: offense ------ Physical Crit +4.0% Critical power +12.00% Physical Power +6 (+2 eff.) defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
volcanic rough leather armour of acid resistance (3 def, 8 armour)9.0 Encumbrance T1 light armor [Ego+] Nature/Master While equipped: offense ------ On-Hit 6 fire On-Ranged-Hit 6 fire defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +6% Resistance +16% acid +11% fire +13% physical A suit of armour made of leather. |
5 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. |
58 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 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 52.63 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 52.63 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. |
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. |
brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +41.00 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. |
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. |
Frozen Shards (24/25, 32-38 power, 15 apr)3.0 Encumbrance T4 shot ammo [Unique] Arcane Weapon Damage 32.0 - 38.4 Ice Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 25 On Hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
Velasewyn the elm totem of healing [power 122] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +3 Dex +1 Wil +4 Cun defense ------ Resistance +6% lightning Unlife -20.00 life Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Flashspike [power 110] (20 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +6% light Ignore Armor +1 defense ------ Armor +2 other ------- Max stamina +30.00 Light +1 Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 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. |
4 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. |
7 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Keeekezi the Doomelf Brawler level 10
10th Mirth 122nd year of Ascendancy at 08:05 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Keeekezi the Doomelf Brawler level 6
76th Pyre 122nd year of Ascendancy at 20:02 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Keeekezi the Doomelf Brawler level 10
10th Mirth 122nd year of Ascendancy at 08:03 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Keeekezi the Doomelf Brawler level 10
4th Flare 122nd year of Ascendancy at 05:19 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Keeekezi the Doomelf Brawler level 13
65th Dusk 122nd year of Ascendancy at 16:34 see stats
Log
Keeekezi is not disabled anymore.
Deadly Poison from Nerykira the wolf hits Keeekezi for (10 flat reduction), 5 nature (5 total damage).
Keeekezi misses Nerykira the wolf.
Keeekezi has been set up!
Keeekezi's Cripple was extended!
Something hits Keeekezi for (10 flat reduction), 24 physical, (10 flat reduction), 26 physical (50 total damage).
Keeekezi is recovering from the damage!
Keeekezi is pinned to the ground.
Nerykira the wolf hits Keeekezi for (10 flat reduction), 46 physical, (4 flat reduction), 0 darkness, (4 flat reduction), 0 nature, (10 flat reduction), 36 physical, (4 flat reduction), 0 darkness, (4 flat reduction), 0 nature (81 total damage).
Melee retaliation hits Nerykira the wolf for 2 darkness, 2 darkness (4 total damage).
Nerykira the wolf is fully armored again.
Talent Double Strike is ready to use.
Deadly Poison from Nerykira the wolf hits Keeekezi for (10 flat reduction), 7 nature (7 total damage).
Keeekezi is confused and fails to use Rune: Blink.
Nerykira the wolf uses Dual Strike.
Keeekezi is stunned!
Keeekezi is disarmed!
Nerykira the wolf hits Keeekezi for (10 flat reduction), 61 physical, (4 flat reduction), 0 darkness, (5 flat reduction), 0 nature, (10 flat reduction), 48 physical, (5 flat reduction), 0 darkness, (5 flat reduction), 0 nature (108 total damage).
Melee retaliation hits Nerykira the wolf for 2 darkness, 1 darkness (3 total damage).
Nerykira the wolf isn't moving as defensively anymore.
Skeleton mage casts Manathrust.
Nerykira the wolf is recovering from the damage!
Ivorin the red ooze uses Dual Strike.
Melee retaliation hits Ivorin the red ooze for 1 darkness, 1 darkness (2 total damage).
Skeleton mage hits Keeekezi for (10 flat reduction), 69 arcane (69 total damage).
Skeleton mage hits Nerykira the wolf for 87 arcane damage.
Ivorin the red ooze hits Keeekezi for (10 flat reduction), 20 physical, (10 flat reduction), 25 physical (45 total damage).
Keeekezi the level 13 doomelf brawler was hacked apart to death by Ivorin the red ooze on level 2 of Trollmire.




















































































