










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 / 66% |
| Size | medium |
| Lifes / Deaths | Killed by Aerona the grave wight at level 21 on the 54th Dusk 122nd year of Ascendancy at 08:23 / 1 |
Primary Stats
| Strength | 11 (base 11) |
| Dexterity | 64 (base 43) |
| Constitution | 16 (base 10) |
| Magic | 21 (base 10) |
| Willpower | 24 (base 10) |
| Cunning | 65 (base 48) |
Resources
| Life | -156/402 |
| Stamina | 120/195 |
| Healing Factor | 1.1545771506545 |
| Regeneration | 0.28864428766362 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 41.953054360378 |
| See Invisible | 41.953054360378 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 59 |
| Accuracy | 51 |
| Crit Chance | 33% |
| APR | 13 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 12 |
| Accuracy | 37 |
| Crit Chance | 30% |
| APR | 19 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Light | +20% |
| Temporal | +5% |
| Nature | +39% |
| Darkness | +23% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 18 (68.594633868923%) |
| Defense | 62 |
| Ranged Defense | 62 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 28 |
| Mental Save | 31 |
Defense: Resistances
| Darkness | + 32%( 70%) |
| Acid | + 16%( 70%) |
| Light | + 55%( 70%) |
| Temporal | + 15%( 70%) |
| Nature | + 43%( 70%) |
| Physical | + 12%( 70%) |
| Mind | + 14%( 70%) |
| All | + 11%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 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 298 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 418% 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 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Trapping | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Dual techniques | 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 |
| 2/5 |
| 5/5 |
| 4/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 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 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 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 lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 Shade. | 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 pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed vial of wight ectoplasm. * You've found the needed bloated horror heart. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed xorn fragment. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 | Hathathad the Toxinprophet (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Dmg.mod +6% nature +15% darkness Melee Ret 2 mind On Hit (Melee): * 10% chance to slow global speed by 51% * 10% chance to reduce all saves and defense by 24 ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+3 eff.) A pair of boots made of leather. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(75 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Brightblast the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Dex +2 Cun +1 Con dps ---------- Res.pen +5% fire ----- def ----- Defense +1 (+0 eff.) Resists +3% mind Mind.save +5 (+2 eff.) Die.at -60.00 life ---------- misc Stam/turn +2.00 A pointy cloth hat, very wizardly... |
| On hands | temporal hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 8 temporal Ranged+ 8 temporal Dmg.mod +5% temporal Acc +10 (+3 eff.) ----- def ----- Armour +2 Resists +5% temporal 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. |
| Tool | piercing ash totem of healing [power 176] (12/13 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 13 cooldown 100% to increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of light (+20%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Rings make your fingers look great! |
| On fingers | wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
| Around neck | Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | quick steel dagger of crippling (10-14 power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Master Power 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Dex dps ---------- Phys.crit +7.0% Phys.spd +10% Acc +9 (+3 eff.) Sharp, short and deadly. |
| Around waist | Hanydegund the Smearmortal1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% nature On Hit (Melee): * 10% chance to slow global speed by 51% * 10% chance to reduce armor by 22% ----- def ----- Defense +9 (+2 eff.) Resists +6% nature Stealth +5 A belt that goes around your waist. |
| In off hand | Emelawyn the mossy mindstar (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% Melee+ +4 physical While equipped: Stats +4 Cun dps ---------- Mind.crit +1% Crit.mult +6.00% Phys.pwr +10 (+5 eff.) Mind.pwr +2 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +1% physical Die.at -60.00 life ---------- 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 | Chublek (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +8 Mag +8 Wil +4 Cun dps ---------- Spell.crit +12% Dmg.mod +8% darkness Res.pen +10% darkness ----- def ----- Defense +3 (+1 eff.) Resists +24% darkness +6% acid Crit.chn- 15.00% Stealth +21 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
movement infusion of the psychic (speed 625%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 625% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 341; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 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 341 life over 5 turns. Its effects scale with your Constitution 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 28%; 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 28% for 2 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. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 12; resist 12%; move 30%; dur 5; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 12% all resistance, you move 30% faster, and you are invisible (power 12). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 94; dur 5; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 94 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 32; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to teleport randomly in a range of 32 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 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... |
cleansing steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Con ----- def ----- Resists +10% nature +12% blight Poison- +30% Disease- +25% Amulets make your neck look great! |
copper amulet 'Veluth'0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Crit.mult +20.00% Phys.pwr +6 (+3 eff.) Spell.pwr +15 (+8 eff.) S.pwr/crit +4 Phys.spd +10% Dmg.mod +3% blight +6% physical ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Psi/ret +0.08 Amulets make your neck look great! |
copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
gold amulet 'Getirab'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Str +1 Dex +1 Mag +5 Cun ----- def ----- Resists +15% lightning +1% physical +6% nature Stun/Frz- +27% Amulets make your neck look great! |
mule's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -5% Mind.save +6 (+3 eff.) Confus- +23% ---------- misc Max.enc +20 Rings make your fingers look great! |
steel ring of nature (+22%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Rings make your fingers look great! |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex, 15% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 76.64 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
hateful iron dagger (10-12 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Psionic Power 9.5 - 12.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 darkness Against +6% Living Sharp, short and deadly. |
iron dagger of paradox (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 temporal While equipped: ----- def ----- Resists +5% temporal Sharp, short and deadly. |
steel dagger (12-15 power, 6 apr)1.0 T2 dagger 1H weapon [Normal] Power 11.5 - 15.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+4 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 5 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 78.58 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (157). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Penitence (15-18 power, 4 apr, nature element)5.0 T2 staff 2H weapon Reqs Mag 24 [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+8 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+7 eff.) ---------- misc Talents +1 Command Staff Cure up to 3 diseases or poisons (based on Magic). Uses 9 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Coalglamour the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Res.pen +5% mind On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- HP.reg +0.90 Heal.mod +12% ---------- misc Infravis +3 A belt that goes around your waist. |
Gorontir1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Wil +3 Mag dps ---------- Phys.pwr +3 (+2 eff.) Dmg.mod +3% arcane Acc +5 (+1 eff.) ----- def ----- Spell.save +6 (+3 eff.) Die.at -40.00 life ---------- misc Size +1 A belt that goes around your 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. |
Winterbliss the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +20 (+7 eff.) Res.pen +10% cold ----- def ----- Mind.save +3 (+1 eff.) Max.HP +33.00 ---------- misc Max.hate +2.00 A belt that goes around your waist. |
insulating rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +6% blight +6% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Nightradiance (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +5% darkness Melee Ret 2 darkness ----- def ----- Defense +7 (+2 eff.) Resists +18% lightning +6% fire 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. |
Tarrysaldir the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Dex +2 Con dps ---------- Crit.mult +5.00% Dmg.mod +3% arcane Phasing +10% ----- def ----- Defense +1 (+0 eff.) Spell.save +4 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +0.40 Max.vim +20.00 Masteries +0.20 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Thundersmasher (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Defense +1 (+0 eff.) Resists +3% lightning +3% mind +6% nature Max.HP +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hazegrinder the linen robe (0 def, 0 armour)2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +13% mind Res.pen +5% cold ----- def ----- Resists +13% mind +7% all Mind.save +3 (+1 eff.) ---------- misc Psi/ret +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant linen robe of life (0 def, 0 armour)2.0 T1 cloth armor [Ego++] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +7% nature ----- def ----- Resists +8% blight +7% all Max.HP +46.00 HP.reg +2.00 Heal.mod +11% Poison- +22% Disease- +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Amehell (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +1 Mag ----- def ----- Armour +3 Resists +3% acid +9% darkness +7% fire +6% nature +6% cold Spell.save +6 (+3 eff.) ---------- misc See.Invis +6 A pair of boots made of leather. |
Nerann the pair of rough leather boots (0 def, 7 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +3 Mag +4 Wil +1 Con +6 Lck dps ---------- Phys.crit +1.0% ----- def ----- Armour +7 Stealth +5 ---------- misc Stam/turn +1.00 A pair of boots made of leather. |
Ulfulathafast (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Con dps ---------- Phys.pwr +25 (+10 eff.) Acc +20 (+6 eff.) ----- def ----- Armour +3 Fatigue -5% Phys.save +8 (+4 eff.) ---------- misc Max.enc +36 See.Invis +9 A pair of boots made of leather. |
pair of rough leather boots 'Glimmerimmortal' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Dmg.mod +9% light +3% fire Res.pen +10% light ----- def ----- Armour +1 Resists +6% lightning +6% temporal ---------- misc Light +1 A pair of boots made of leather. |
hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+3 eff.) ----- def ----- Armour +2 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. |
Blazepiety the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Mind.crit +2% Mind.pwr +5 (+2 eff.) Dmg.mod +3% fire Res.pen +15% mind ----- def ----- Armour +1 Fatigue +1% Resists +12% fire +6% cold ---------- misc Light +1 Infravis +1 A cap made of leather. |
Cobradredge (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +6% arcane Res.pen +5% mind ----- def ----- Defense +1 (+0 eff.) Resists +3% mind +9% nature Spell.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
Kilnoblivion (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +12% fire +5% arcane +3% light Poison- +20% Stun/Frz- +20% ---------- misc Psi/turn +0.15 A pointy cloth hat, very wizardly... |
rough leather cap 'Brandfoe' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Con dps ---------- Spell.pwr +25 (+13 eff.) S.pwr/crit +8 Dmg.mod +6% arcane Res.pen +10% fire Phasing +30% Melee Ret 4 blight ----- def ----- Armour +1 Fatigue +1% Spell.save +12 (+6 eff.) A cap made of leather. |
troll-hide cured leather armour (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +30.00 HP.reg +3.00 Heal.mod +14% A suit of armour made of leather. |
Dazzleonslaught (0 def, 4 armour, 38.5 block)7.0 T2 shield armor Reqs Shield usage training Str 16 [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Dmg.mod +6% light ----- def ----- Armour +4 Fatigue +8% Resists +6% mind +18% cold ---------- misc Light +2 Talents +1 Block Handheld deflection devices. |
5 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. |
51 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. |
5 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. |
4 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 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
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. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +5 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. |
dreamer's brass lantern2.0 T1 lite [Ego+] Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +5 (+2 eff.) ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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 gale force [power 165] (12/13 cooldown)2.0 T2 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 165 physical damage Puts all charms on 13 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 105] (12/13 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 121 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
iron torque of psionic shield [power 23] (12/21 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 21 cooldown 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. |
Radianceblight [power 116] (12/17 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% cold Res.pen +10% cold Melee Ret 4 light 2 fire ---------- misc Light +2 Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 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. |
7 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
5th Mirth 122nd year of Ascendancy at 23:22 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By BIG_PROBLEM the Cornac Rogue level 20
52nd Dusk 122nd year of Ascendancy at 08:28 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By BIG_PROBLEM the Cornac Rogue level 10
2nd Flare 122nd year of Ascendancy at 02:57 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By BIG_PROBLEM the Cornac Rogue level 20
41st Dusk 122nd year of Ascendancy at 08:09 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By BIG_PROBLEM the Cornac Rogue level 18
38th Dusk 122nd year of Ascendancy at 20:21 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By BIG_PROBLEM the Cornac Rogue level 8
2nd Summertide 122nd year of Ascendancy at 09:00 see stats
The Restless Dead (Nightmare (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By BIG_PROBLEM the Cornac Rogue level 20
53rd Dusk 122nd year of Ascendancy at 04:00 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By BIG_PROBLEM the Cornac Rogue level 11
6th Flare 122nd year of Ascendancy at 22:23 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By BIG_PROBLEM the Cornac Rogue level 17
33rd Dusk 122nd year of Ascendancy at 13:07 see stats
Log
BIG_PROBLEM deactivates Stealth.
BIG_PROBLEM notices you at the last moment!
BIG_PROBLEM resists the vile poison!
BIG_PROBLEM resists the vile poison!
BIG_PROBLEM hits Iceblock for 50 physical, 7 temporal, 12 mind, 4 physical, 7 temporal (78 total damage).
Melee retaliation hits Iceblock for 23 nature, 2 mind, 4 nature, 23 nature, 2 mind, 4 nature (57 total damage).
BIG_PROBLEM performs a melee critical strike against BIG_PROBLEM!
BIG_PROBLEM performs a melee critical strike against BIG_PROBLEM!
BIG_PROBLEM forces the iceblock to shatter.
BIG_PROBLEM is free from the ice.
BIG_PROBLEM hits Iceblock for 76 physical, 7 temporal, 19 mind, 4 physical (104 total damage).
Melee retaliation hits Iceblock for 23 nature, 2 mind, 4 nature, 23 nature, 1 mind, 4 nature (56 total damage).
Aerona the grave wight casts Flame.
Aerona the grave wight's spell attains critical power!
BIG_PROBLEM reacts to damage from Aerona the grave wight, mitigating the blow!.
BIG_PROBLEM is on fire!
Mirror Image (Aerona the grave wight) casts Flame.
Aerona the grave wight hits BIG_PROBLEM for (60 reacted , -5 stam), 144 fire (144 total damage).
Mirror Image (Aerona the grave wight) hits BIG_PROBLEM for 28 fire damage.
BIG_PROBLEM uses Tumble.
BIG_PROBLEM activates her piercing ash totem of healing!
BIG_PROBLEM receives 203 healing.
Talent Fan of Knives is ready to use.
Burning from Aerona the grave wight hits BIG_PROBLEM for 115 fire damage.
BIG_PROBLEM reacts to damage from Something, mitigating the blow!.
Something hits BIG_PROBLEM for (99 reacted , -5 stam), 238 lightning (238 total damage).
BIG_PROBLEM the level 21 cornac rogue was amped to death by Aerona the grave wight on level 4 of Daikara.











































































































