











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! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Cornac |
| Class | Rogue |
| Level / Exp | 20 / 78% |
| Size | medium |
| Lifes / Deaths | Killed by Beteyanne the rogue at level 20 on the 18th Haze 122nd year of Ascendancy at 08:06 / 1 |
Primary Stats
| Strength | 16 (base 11) |
| Dexterity | 54 (base 48) |
| Constitution | 16 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 66 (base 40) |
Resources
| Life | -305/467 |
| Stamina | 132/202 |
| Healing Factor | 1.0545771506545 |
| Regeneration | 0.26364428766363 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 42.213032150508 |
| See Invisible | 42.213032150508 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 61 |
| Crit Chance | 23% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 11 |
| Accuracy | 50 |
| Crit Chance | 25% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +11% |
| Nature | +5% |
| Fire | +6% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Physical | +15% |
| Fire | +10% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 5 (49.007671158813%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 30 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 61%( 70%) |
| All | 0%( 70%) |
| Lightning | + 15%( 70%) |
| Temporal | + 6%( 70%) |
| Physical | + 2%( 70%) |
| Mind | + 3%( 70%) |
| Darkness | + 16%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Pinning Resistance | 50% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 0% |
| Poison Resistance | 70% |
| Knockback Resistance | 50% |
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) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 148 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 411% 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. |
Class Talents
| Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Artifice | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Assassination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 5/5 |
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 lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed warg claw. * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed minotaur nose. | 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 within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| On feet | Getylar the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +4 Dex +2 Wil +3 Cun +6 Lck ----- def ----- Armour +1 Resists +12% cold Spell.save +3 (+2 eff.) Stealth +6 ---------- misc Infravis +2 A pair of boots made of leather. |
| Light source | Chillvortex =+82 ehp=2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +9% acid +2% physical +6% cold Die.at -40.00 life Max.HP +42.00 Knockbk- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | linen wizard hat 'Carrionmoon' (1 def, 0 armour) =+60 ehp=2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% darkness Res.pen +15% nature Melee Ret 2 arcane On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Defense +1 (+1 eff.) Resists +16% darkness +6% temporal Crit.chn- 10.00% Die.at -60.00 life A pointy cloth hat, very wizardly... |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
| Tool | quick iron torque of psionic shield [power 21] (12/13 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 21 for 5 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.38 cold and 9.89 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 43 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | Hettythad =-80 ehp=0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun +2 Str dps ---------- Res.pen +15% physical Acc +20 (+5 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +6% cold Die.at -80.00 life Rings make your fingers look great! |
| Around neck | Heatgasher the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +6% fire Res.pen +10% fire On Hit (Melee): * 10% chance to reduce all saves and defense by 22 ----- def ----- Resists +3% mind Phys.save +24 (+10 eff.) Spell.save +24 (+11 eff.) Mind.save +26 (+8 eff.) Amulets make your neck look great! |
| In main hand | Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +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. |
| In off hand | mossy mindstar 'Barylin' (2-2 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 2.0 - 2.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +1% Crit.mult +7.00% Mind.pwr +2 (+1 eff.) ----- def ----- Resists +5% arcane +12% cold Crit.chn- 5.00% Phys.save +9 (+5 eff.) Spell.save +3 (+2 eff.) Die.at -20.00 life Confus- +20% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | linen cloak of implacability (1 def, 0 armour) =+50 ehp=2.0 T1 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Phys.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eel-skin armour (16 def, 0 armour) =15% lightning=9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+6 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 18 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 40.71 to 122.14 lightning damage (81.43 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
healing infusion of the duelist (heal 148; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 148 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 178; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 178 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 244; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 244 life over 5 turns. Its effects scale with your Dexterity 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 duelist (res 27%; physical; dur 2; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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 psychic (res 21%; physical; dur 4; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the sneak (res 30%; mental; dur 3; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous 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 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; physical, light, fire, nature, darkness)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 3 light, 3 fire, 3 nature, 4 darkness 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 warrior (absorb 36; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd 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 36 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 125; dur 4; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 125 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 26 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 197 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Relgolathathad the Airtooth0.1 T1 amulet jewelry [Rare] Disrupt While equipped: dps ---------- Dmg.mod +15% lightning +6% mind Res.pen +10% mind Melee Ret 2 lightning ----- def ----- Resists +11% nature +10% blight Poison- +21% Disease- +23% Amulets make your neck look great! |
Tarrizilatir the Umbrawend =20% confu=0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +7 (+3 eff.) Phys.spd +10% Dmg.mod +7% physical Res.pen +15% darkness Melee Ret 2 darkness ----- def ----- Resists +12% darkness Spell.save +9 (+5 eff.) Confus- +20% Amulets make your neck look great! |
copper amulet 'Huryran' =23% stun=0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Cun dps ---------- Crit.mult +15.00% Res.pen +5% mind ----- def ----- Resists +13% lightning +5% arcane Mind.save +3 (+1 eff.) Stun/Frz- +23% Amulets make your neck look great! |
copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
Daimurath the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Resists +3% acid +3% darkness +5% arcane +6% nature Confus- +10% Rings make your fingers look great! |
Rhokath the Glacierspar =4 mag=0.1 T3 ring jewelry [Random Unique] Arcane/Nature While equipped: Stats +1 Wil +4 Mag dps ---------- Spell.crit +4% Phys.pwr +7 (+3 eff.) Spell.pwr +7 (+7 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +6% cold Melee Ret 2 arcane ----- def ----- Resists +8% nature +11% blight Spell.save +8 (+4 eff.) Poison- +13% Disease- +12% Rings make your fingers look great! |
marksman's steel ring of darkness (+20%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +10% darkness Acc +8 (+2 eff.) ----- def ----- Resists +20% darkness Rings make your fingers look great! |
titan's copper ring of arcana (+0.10/turn)0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Silence- +21% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
wizard's steel ring of perseverance =23% stun=0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) HP.reg +2.00 Stun/Frz- +23% Rings make your fingers look great! |
balanced iron dagger of massacre (16-20 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 15.5 - 20.2 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +22% Sharp, short and deadly. |
Beagund the Starwell (2-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +9% light Res.pen +15% light ----- def ----- Resists +6% acid Max.HP +13.00 HP.reg +0.60 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Islotha the Smolderhack =2 con belt=1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Cun +2 Con dps ---------- Phys.crit +1.0% Crit.mult +5.00% Phys.pwr +5 (+2 eff.) Mind.pwr +4 (+2 eff.) Dmg.mod +15% fire ----- def ----- Phys.save +3 (+2 eff.) Mind.save +6 (+2 eff.) A belt that goes around your waist. |
spiritwalker's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane While equipped: Stats +3 Mag ----- def ----- Resists +5% blight ---------- misc Mana/turn +0.18 Max.mana +23.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Betuda the Starbliss (2 def, 0 armour) =3 con cloak=2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.crit +3.0% Crit.mult +20.00% Dmg.mod +9% light ----- def ----- Defense +2 (+1 eff.) Phys.save +3 (+2 eff.) Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Branathad the Dourspike (1 def, 0 armour) =2 con cloak=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+1 eff.) Resists +3% fire +9% darkness +6% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Erelilar (6 def, 0 armour) =3 con cloak=2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +3 Cun +3 Con dps ---------- Phys.crit +3.0% Res.pen +15% physical ----- def ----- Defense +6 (+2 eff.) Spell.save +3 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Pureonslaught (1 def, 6 armour) =5 mag cloak=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +5 Mag dps ---------- Dmg.mod +9% nature Res.pen +10% nature Melee Ret 6 nature ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ariyamina the linen robe (0 def, 2 armour) =+80 ehp=2.0 T1 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% blight ----- def ----- Armour +2 Resists +12% blight +7% all Crit.chn- 15.00% Die.at -80.00 life Pinning- +20% ---------- misc Hate/m.crit +3.00 Max.hate +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Hanugoregohir (5 def, 0 armour) =+20 ehp=2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Defense +5 (+2 eff.) Resists +2% physical +18% nature +7% all Mind.save +6 (+2 eff.) Die.at -20.00 life Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mayyssra the Lustrebloom (10 def, 0 armour) =8 mag robe=2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +8 Mag +7 Wil dps ---------- Spell.crit +3% Spell.pwr +14 (+12 eff.) Dmg.mod +11% temporal +5% arcane +5% all ----- def ----- Defense +10 (+4 eff.) Resists +9% all Phys.save +3 (+2 eff.) Disease- +20% ---------- misc Mana/turn +0.10 Psi/turn +0.16 Max.mana +28.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Yarasabers the Flashlash (0 def, 1 armour) =3 con boots=2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Con +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +3% mind Res.pen +6% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Armour +1 Resists +9% lightning +12% cold +3% mind Blindside: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 10 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Aerirewe the Shaderebel (0 def, 1 armour) =5 con gloves=1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Dex +1 Wil +5 Con dps ---------- Dmg.mod +9% darkness Acc +11 (+3 eff.) ----- def ----- Armour +1 ---------- misc Infravis +1 See.Invis +9 Unarmed combat: Power 8.5 - 9.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +1 Crit +5.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Alurokan (1 def, 0 armour) =3 con hat=2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% fire Res.pen +10% acid ----- def ----- Defense +1 (+1 eff.) Resists +16% fire Crit.chn- 15.00% ---------- misc Infravis +2 See.Invis +6 A pointy cloth hat, very wizardly... |
Mardyldil the rough leather cap (0 def, 1 armour) =5% lightning=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +5 (+2 eff.) Apr +2 Melee Ret 8 physical ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal ---------- misc Equi/ret +0.08 Max.psi +10.00 A cap made of leather. |
Oligarin (5 def, 1 armour) =10% stun +20ehp=2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +1 Defense +5 (+2 eff.) Fatigue +1% Resists +6% fire +6% cold Die.at -20.00 life Disease- +20% Disarm- +20% Stun/Frz- +10% Teleport- +10% A cap made of leather. |
hardened leather cap 'Hazeblast' (5 def, 3 armour) =4 con hat=2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Str +4 Con dps ---------- Phys.crit +3.0% Res.pen +10% cold ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +3% Resists +2% physical +10% cold ---------- misc Breathe water A cap made of leather. |
linen wizard hat 'Gorandur' (11 def, 0 armour) =7 str=2.0 T1 head armor [Rare] Arcane While equipped: Stats +7 Str +1 Con dps ---------- Phys.pwr +20 (+9 eff.) Dmg.mod +12% light Res.pen +5% physical ----- def ----- Defense +11 (+4 eff.) Resists +18% light A pointy cloth hat, very wizardly... |
4 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. |
62 alchemist agate0.0 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 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 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Lorudothad the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: Stats +1 Cun dps ---------- Mind.crit +1% Crit.mult +10.00% Mind.pwr +20 (+9 eff.) ----- def ----- Resists +2% physical Mind.save +6 (+2 eff.) Max.HP +40.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Radhiduzilarain the brass lantern =+46 ehp=2.0 T1 lite [Rare] Nature While equipped: Stats +3 Dex +1 Mag +1 Wil +1 Con dps ---------- Melee Ret 8 acid ----- def ----- Resists +12% fire Max.HP +46.00 ---------- misc Light +4 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 'Infernostake'2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% fire ----- def ----- Phys.save +9 (+5 eff.) ---------- misc Light +8 See.Invis +12 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 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 145 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. |
innervating iron torque of gale force [power 105] (12/11 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 11 cooldown 100% to reduce fatigue by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
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. |
ash wand of shielding [power 188] (12/15 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 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. |
4 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. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By THROWING_KNIVES the Cornac Rogue level 8
1st Flare 122nd year of Ascendancy at 11:15 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By THROWING_KNIVES the Cornac Rogue level 10
10th Flare 122nd year of Ascendancy at 07:58 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By THROWING_KNIVES the Cornac Rogue level 20
73rd Dusk 122nd year of Ascendancy at 01:09 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By THROWING_KNIVES the Cornac Rogue level 8
7th Flare 122nd year of Ascendancy at 10:45 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By THROWING_KNIVES the Cornac Rogue level 11
4th Dusk 122nd year of Ascendancy at 08:19 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By THROWING_KNIVES the Cornac Rogue level 16
56th Dusk 122nd year of Ascendancy at 13:12 see stats
Log
Beteyanne the rogue casts Blastwave.
THROWING_KNIVES resists the punch!
Beteyanne the rogue hits THROWING_KNIVES for 99 fire damage.
Talent Tumble is ready to use.
Beteyanne the rogue's cleansing fire area effect hits THROWING_KNIVES for 108 fire damage.
Burning from Beteyanne the rogue hits THROWING_KNIVES for 52 fire damage.
Beteyanne the rogue's cleansing fire area effect hits Beteyanne the rogue for 57 fire damage.
Beteyanne the rogue's cleansing fire area effect hits THROWING_KNIVES for 108 fire damage.
THROWING_KNIVES stops regenerating health quickly.
Talent Infusion: Wild is ready to use.
Talent Track is ready to use.
Burning from Beteyanne the rogue hits THROWING_KNIVES for 52 fire damage.
THROWING_KNIVES uses Infusion: Wild.
THROWING_KNIVES stops burning.
THROWING_KNIVES is cured!
THROWING_KNIVES lessens the pain.
THROWING_KNIVES uses quick iron torque of psionic shield!
THROWING_KNIVES deactivates Stealth.
Beteyanne the rogue's cleansing fire area effect hits THROWING_KNIVES for (21 flat reduction), 59 fire (59 total damage).
Talent Infusion: Movement is ready to use.
THROWING_KNIVES reacts to damage from Something, mitigating the blow!.
THROWING_KNIVES is on fire!
LIFE LOST WARNING!
Beteyanne the rogue's cleansing fire area effect hits THROWING_KNIVES for (21 flat reduction), 59 fire (59 total damage).
Something hits THROWING_KNIVES for (21 flat reduction), (32 reacted , -4 stam), 111 fire (111 total damage).
THROWING_KNIVES the level 20 cornac rogue was toasted to death by Beteyanne the rogue on level 1 of Unknown tunnels.










































































































