











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 | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 21 / 44% |
| Size | medium |
| Lifes / Deaths | Killed by Bethora the faeros at level 21 on the 71st Dusk 122nd year of Ascendancy at 20:36 / 1 |
Primary Stats
| Strength | 22 (base 11) |
| Dexterity | 49 (base 44) |
| Constitution | 28 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 69 (base 50) |
Resources
| Life | -42/674 |
| Stamina | 77/232 |
| Healing Factor | 1.2456298990388 |
| Regeneration | 5.2939270709149 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 52.975641342752 |
| See Invisible | 52.975641342752 |
Offense: Mainhand
| Damage | 62 |
| Accuracy | 52 |
| Crit Chance | 22% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 37 |
| Accuracy | 52 |
| Crit Chance | 28% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Darkness | +12% |
| Fire | +6% |
| Cold | +24% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| Lightning | +25% |
| Acid | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 13 (38.594633868923%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 26 |
| Mental Save | 25 |
Defense: Resistances
| Nature | + 22%( 70%) |
| Acid | + 16%( 70%) |
| Light | + 13%( 70%) |
| Temporal | + 16%( 70%) |
| Darkness | + 21%( 70%) |
| Lightning | + 7%( 70%) |
| Cold | + 28%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Disarm Resistance | 30% |
| Stun Resistance | 40% |
| Pinning Resistance | 23% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 60% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 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 240 life over 5 turns. Its effects scale with your Dexterity stat. |
| 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 484% 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 Constitution stat. |
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 / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 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 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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 |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed orc heart. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed black mamba head. * You've found the needed vial of wight ectoplasm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed bloated horror heart. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | Winterhunt the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +1 Dex +3 Con dps ---------- Dmg.mod +3% cold +6% fire ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +11.00 Light +3 A pair of boots made of leather. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+3 eff.) Max.HP +40.00 Heal.mod +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 | rough leather cap 'Salotta' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid ----- def ----- Armour +1 Fatigue +1% Resists +3% darkness Phys.save +11 (+6 eff.) Spell.save +6 (+3 eff.) Max.HP +80.00 HP.reg +2.00 A cap made of leather. |
| On hands | iron gauntlets 'Blazepyre' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +9% nature +12% temporal Die.at -40.00 life HP.reg +2.00 Stun/Frz- +20% ---------- misc Stam/turn +0.60 Max.stam +13.00 Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Glacier's kiss [power 458] (7/14 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +9% acid +6% cold Res.pen +15% acid ----- def ----- Resists +12% acid Heal yourself and all friendly characters within 10 spaces for 458 Puts all charms on 14 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | rogue's gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Max.HP +26.00 Disarm- +30% Pinning- +23% Knockbk- +20% Rings make your fingers look great! |
| 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 12.52 cold and 10.10 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 39 power out of 60/60 This azure ring seems to be always moist to the touch. |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| 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 (+7 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 | dwarven-steel dagger 'Betheldanne' (14-19 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Nature Power 14.5 - 18.9 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 10% chance to reduce armor by 17% While equipped: Stats +8 Str +4 Dex +3 Mag +7 Wil +6 Cun +7 Con dps ---------- Res.pen +5% acid ----- def ----- Resists +6% light +15% darkness Spell.save +15 (+7 eff.) Sharp, short and deadly. |
| Cloak | linen cloak 'Infernoknight' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+1 eff.) Resists +3% light +3% lightning Crit.chn- 10.00% Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Obsidiantrail (9 def, 6 armour)9.0 T3 light armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +15% darkness +25% lightning ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Max.HP +38.00 A suit of armour made of leather. |
Inventory
healing infusion of the duelist (heal 138; 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 instantly heal yourself for 138 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. |
movement infusion of the wizard (speed 514%; 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 increase movement speed by 514% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Ce'Noldama the Sparkwrither =3 mag=0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +1 Con +3 Mag dps ---------- Dmg.mod +9% lightning Res.pen +20% mind ----- def ----- Resists +6% lightning +19% light +16% darkness Blind- +23% ---------- misc Max.hate +4.00 See.Invis +9 Amulets make your neck look great! |
grounding copper amulet of mastery (0.11 Technique / Combat training)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +21% ---------- misc Masteries +0.11 Technique/Combat training Amulets make your neck look great! |
grounding steel amulet of manastreaming =2 mag=0.1 T2 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ----- def ----- Resists +10% lightning Stun/Frz- +26% ---------- misc Mana/turn +0.10 Max.mana +23.00 Amulets make your neck look great! |
starlit copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +13% light +12% darkness Heal.mod +11% Blind- +20% Cut- +50% Heal: Puts all charms on 23 cooldown Level 1.0 Pwr.cost 23 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 163 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
marksman's steel ring of nature (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +10% nature Acc +4 (+2 eff.) ----- def ----- Resists +20% nature Rings make your fingers look great! |
psionicist's copper ring of lightning (+20%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Mind.save +6 (+3 eff.) Rings make your fingers look great! |
savior's steel ring of blight (+12%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +12% blight ----- def ----- Resists +12% blight Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! |
solipsist's copper ring0.1 T1 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+4 eff.) Rings make your fingers look great! |
titan's steel ring =4 con=0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+4 eff.) Rings make your fingers look great! |
warrior's gold ring0.1 T3 ring jewelry [Ego] Master While equipped: Stats +5 Str ----- def ----- Armour +10 Rings make your fingers look great! |
Velama (11-14 power, 10 apr)1.0 T1 dagger 1H weapon [Rare] Arcane Power 11.0 - 14.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +4.0% Atk.spd 100% Phasing +11% Melee+ +8 acid While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +3% mind Res.pen +10% mind ---------- misc Max.hate +2.00 Sharp, short and deadly. |
arcing iron dagger (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, short and deadly. |
Infernowrither (12-16 power, 2 apr) =1h 5con statstick=3.0 T1 longsword 1H weapon [Rare] Nature Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +20 cold +8 fire On Crit.r2 +12 fire While equipped: Stats +4 Str +4 Dex +5 Mag +4 Wil +5 Cun +5 Con dps ---------- Dmg.mod +9% fire On Hit (Melee): * 10% chance to slow global speed by 48% Sharp, long, and deadly. |
Sulfurkiss =20% stun=1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Defense +15 (+5 eff.) Resists +5% arcane +6% nature Spell.save +6 (+3 eff.) Stun/Frz- +20% ---------- misc Size +1 A belt that goes around your waist. |
nightruned rough leather belt1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Resists +6% light +5% darkness A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Furnacebone the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% fire Melee Ret 2 fire ----- def ----- Defense +7 (+3 eff.) Resists +12% cold Phys.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. |
verdant linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +6% nature ----- def ----- Resists +7% all Poison- +21% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Hanolathamas the Goresage (0 def, 5 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Dex +1 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Armour +5 Phys.save +3 (+2 eff.) ---------- misc Infravis +2 A pair of boots made of leather. |
Xeroma the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Armour +1 Resists +3% cold Phys.save +11 (+6 eff.) Mind.save +12 (+6 eff.) Confus- +20% Def/telep +5 Res/telep +5% Dur/telep +5% A pair of boots made of leather. |
grounding pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Resists +5% lightning +6% temporal ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
pair of hardened leather boots 'Sparkobsidian' (0 def, 7 armour)2.0 T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+3 eff.) Dmg.mod +12% lightning Res.pen +25% lightning ----- def ----- Armour +7 Resists +7% acid +8% fire +13% lightning +8% cold Phys.save +7 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) A pair of boots made of leather. |
Baroleg (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +12% physical Acc +15 (+5 eff.) ----- def ----- Armour +2 Resists +3% darkness Max.HP +20.00 Disarm- +20% 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. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 4 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 86.16 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +10 (+4 eff.) ----- def ----- Armour +1 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. |
dwarven-steel helm 'Frozenwild' (5 def, 4 armour) =6 con helm=3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +2 Dex +4 Wil +6 Con dps ---------- Dmg.mod +15% cold Apr +3 Melee Ret 2 physical ----- def ----- Armour +4 Defense +5 (+2 eff.) Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of corrosion (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Defense +1 (+1 eff.) Resists +16% acid A pointy cloth hat, very wizardly... |
Poleda the rough leather armour (8 def, 2 armour)9.0 T1 light armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +2 Defense +8 (+3 eff.) Fatigue +6% Resists +6% cold +2% physical Mind.save +11 (+6 eff.) Blind- +20% Knockbk- +20% A suit of armour made of leather. |
prismatic rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego] Arcane While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +10% light +10% darkness A suit of armour made of leather. |
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. |
76 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. |
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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Scorpionarc' (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.crit +1.0% Crit.mult +10.00% On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Resists +3% fire Die.at -40.00 life Max.HP +22.00 ---------- misc Max.stam +16.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 13 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 20 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 131 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
cleansing steel torque of mindblast [power 150] (7/10 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 150 mind damage and silencing them for 4 turns Puts all charms on 10 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
quick elm totem of healing [power 98] (7/7 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 98 Puts all charms on 7 cooldown Natural totems are made by powerful wilders to store nature power. |
5 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. |
Aerukalthohek [power 182] (7/13 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +2 Str dps ---------- Mind.crit +2% Phys.pwr +15 (+6 eff.) Mind.pwr +10 (+5 eff.) ----- def ----- Mind.save +3 (+2 eff.) Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 13 cooldown 100% to increase the duration of 2 beneficial effects by 1. 100% to reduce 1 talent cooldowns by 2. 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 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. |
14 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 (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By BIG_PROBLEM the Cornac Rogue level 8
10th Flare 122nd year of Ascendancy at 19:25 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By BIG_PROBLEM the Cornac Rogue level 20
63rd Dusk 122nd year of Ascendancy at 12:55 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By BIG_PROBLEM the Cornac Rogue level 10
11st Dusk 122nd year of Ascendancy at 02:05 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By BIG_PROBLEM the Cornac Rogue level 20
62nd Dusk 122nd year of Ascendancy at 11:19 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By BIG_PROBLEM the Cornac Rogue level 8
6th Dusk 122nd year of Ascendancy at 19:04 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By BIG_PROBLEM the Cornac Rogue level 19
60th Dusk 122nd year of Ascendancy at 00:40 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By BIG_PROBLEM the Cornac Rogue level 18
51st Dusk 122nd year of Ascendancy at 21:00 see stats
Log
Bethora the faeros hits BIG_PROBLEM for 61 fire damage.
BIG_PROBLEM uses Dual Strike.
Bethora the faeros resists the stunning strike!
BIG_PROBLEM performs a melee critical strike against Bethora the faeros!
Lava floor heals Bethora the faeros!
Bethora the faeros misses BIG_PROBLEM.
Bethora the faeros receives 81 healing.
Melee retaliation hits BIG_PROBLEM for 12 fire, 12 fire (25 total damage).
BIG_PROBLEM hits Bethora the faeros for 33 physical, 2 mind, 92 physical, 4 mind (130 total damage).
Burning from Bethora the faeros hits BIG_PROBLEM for 21 fire damage.
Lava floor heals Bethora the faeros!
Bethora the faeros casts Drain.
Lava floor burns BIG_PROBLEM!
Bethora the faeros hits BIG_PROBLEM for 85 blight, 61 fire (146 total damage).
Bethora the faeros receives 81 healing.
BIG_PROBLEM uses Throwing Knives.
BIG_PROBLEM uses Venomous Throw.
Bethora the faeros slows down.
Melee retaliation hits BIG_PROBLEM for 12 fire damage.
BIG_PROBLEM's Venomous Throw hits Bethora the faeros for 174 nature, 2 mind (176 total damage).
Lava floor burns BIG_PROBLEM!
Bethora the faeros hits BIG_PROBLEM for 61 fire damage.
BIG_PROBLEM uses Throwing Knives.
Bethora the faeros deactivates Fearscape.
Melee retaliation hits BIG_PROBLEM for 12 fire damage.
BIG_PROBLEM's Throwing Knife hits Bethora the faeros for 99 physical, 2 mind (101 total damage).
BIG_PROBLEM the level 21 cornac rogue was roasted to death by Bethora the faeros on level 1 of Fearscape.
You are brought back from the Fearscape!












































































































