











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 | 18 / 42% |
| Size | medium |
| Lifes / Deaths | Killed by bloated horror at level 18 on the 71st Dusk 122nd year of Ascendancy at 09:00 / 1 |
Primary Stats
| Strength | 21 (base 11) |
| Dexterity | 50 (base 39) |
| Constitution | 13 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 60 (base 46) |
Resources
| Life | -37/616 |
| Stamina | 42/161 |
| Healing Factor | 1.2883363011315 |
| Regeneration | 10.628774484335 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 40.606190251377 |
| See Invisible | 52.606190251377 |
Offense: Mainhand
| Damage | 80 |
| Accuracy | 54 |
| Crit Chance | 44% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 33 |
| Accuracy | 54 |
| Crit Chance | 39% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +24% |
| Physical | +10% |
| Acid | +9% |
| Arcane | +12% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Physical | +6% |
| Arcane | +15% |
| Fire | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 22 (38.594633868923%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 13 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Temporal | + 16%( 70%) |
| Darkness | + 6%( 70%) |
| Lightning | + 14%( 70%) |
| Cold | + 15%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Teleport Resistance | 0% |
| Pinning Resistance | 10% |
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
| Stun Resistance | 20% |
| Disarm Resistance | 20% |
| Poison Resistance | 20% |
| Knockback Resistance | 40% |
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 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 424% 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 / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 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 / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 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 |
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 warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You 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 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 ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed giant spider spinneret. * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * '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.' 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 bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * '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.' | 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 |
Equipment
| On feet | pair of drakeskin leather boots 'Kheluromilen' (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Dex +4 Wil +4 Cun +3 Con dps ---------- Spell.pwr +10 (+5 eff.) Mind.pwr +5 (+2 eff.) Res.pen +6% physical Phasing +30% ----- def ----- Armour +5 HP.reg +1.00 Heal.mod +15% ---------- misc Vim/s.crit +2.00 Blindside: Puts all charms on 17 cooldown Level 1.0 Pwr.cost 17 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 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 7 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Light source | Toxinwaker2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str +2 Dex dps ---------- Melee Ret 4 nature ----- def ----- Max.HP +44.00 ---------- misc Light +3 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. |
| On head | hardened leather cap 'Layima' (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +3% Resists +5% lightning +7% temporal Crit.chn- 15.00% Max.HP +80.00 Poison- +20% Pinning- +10% A cap made of leather. |
| On hands | Lisyyakira the Duskdash (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +18% darkness Res.pen +15% fire Acc +14 (+4 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +2 Resists +15% cold 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 | soothing elm wand of shielding [power 110] (11/13 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 13 cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Galewild0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +2% ----- def ----- Resists +9% lightning Spell.save +4 (+4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.04 Rings make your fingers look great! |
| On fingers | warrior's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
| Around neck | Glema the Voidmortal0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid +6% darkness +3% mind On Hit (Melee): * 10% chance to reduce armor by 22% ----- def ----- Fatigue -5% Resists +6% darkness HP.reg +2.00 Amulets make your neck look great! |
| In main hand | Tidig the voratun dagger (38-49 power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Nature/Master Power 37.5 - 48.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +20 nature +8 temporal On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Str dps ---------- Phys.crit +9.0% Dmg.mod +12% arcane +10% physical Res.pen +15% arcane Acc +5 (+2 eff.) ---------- misc Mana/turn +0.08 Sharp, short and deadly. |
| 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 | balanced steel dagger of crippling (11-14 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 11.0 - 14.3 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: dps ---------- Phys.crit +6.0% Acc +7 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +20% Sharp, short and deadly. |
| Cloak | cashmere cloak 'Gloworacle' (10 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: ----- def ----- Defense +10 (+3 eff.) Resists +3% acid +9% temporal Phys.save +10 (+5 eff.) Max.HP +80.00 Silence- +20% ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Max.HP +31.00 HP.reg +3.00 Heal.mod +11% A suit of armour made of leather. |
Inventory
healing infusion (heal 45; cd 12)0.1 infusion scroll [Normal] 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 45 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 118; 14 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 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 118 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the duelist (absorb 73; cd 12)0.1 rune scroll [Ego] Arcane 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 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 73 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
mindweaver's steel amulet of manastreaming0.1 T2 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +1 Wil dps ---------- Mind.pwr +7 (+3 eff.) S.pwr/crit +3 ----- def ----- Mind.save +7 (+4 eff.) Confus- +12% ---------- misc Mana/turn +0.15 Max.mana +23.00 Amulets make your neck look great! |
stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +20% Amulets make your neck look great! |
psionicist's gold ring of perseverance =28% stun=0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+4 eff.) HP.reg +2.00 Stun/Frz- +28% Rings make your fingers look great! |
psionicist's steel ring of clarity0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +12 (+6 eff.) Confus- +20% Rings make your fingers look great! |
solipsist's steel ring0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+6 eff.) Rings make your fingers look great! |
wizard's copper ring of clarity0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+6 eff.) Mind.save +5 (+3 eff.) Confus- +20% Rings make your fingers look great! |
Deepsbile (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master 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% On Hit.r1 +4 darkness While equipped: Stats +1 Dex +1 Wil +3 Cun dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Resists +6% mind Heal.mod +10% Disarm- +23% Sharp, short and deadly. |
Emeluressra (16-21 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 16.0 - 20.8 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.r1 +16 arcane On Crit.r2 +4 arcane While equipped: ----- def ----- Crit.chn- 15.00% Sharp, short and deadly. |
chilling dwarven-steel dagger of vileness (18-24 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane Power 18.5 - 24.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +6 blight +7 cold On Hit: * 16% chance to reduce strength, dexterity, and constitution by 13 Sharp, short and deadly. |
iron dagger of phasing (10-14 power, 11 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 +11 Crit +4.0% Atk.spd 100% Phasing +10% Sharp, short and deadly. |
arcing steel greatmaul (31-46 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 31.0 - 46.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage Massive two-handed mauls. |
dwarven-steel greatmaul of massacre (52-77 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego] Master Power 51.5 - 77.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
steel greatmaul of massacre (34-50 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Master Power 33.5 - 50.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
Shadewilter (16-25 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Master Power 15.5 - 24.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Crit.r2 +4 lightning While equipped: dps ---------- Dmg.mod +18% darkness Acc +7 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +15% lightning +3% darkness Disarm- +34% ---------- misc Light +3 Massive two-handed swords. |
steel greatsword (22-35 power, 2 apr)3.0 T2 greatsword 2H weapon [Normal] Power 22.0 - 35.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
steel greatsword of massacre (32-50 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 31.5 - 50.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
iron longsword (12-16 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
Delydor the Tempestusher (11-15 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +12% physical Acc +5 (+2 eff.) Apr +1 Melee Ret 2 lightning ----- def ----- Defense +6 (+2 eff.) Die.at -60.00 life Disarm- +21% Blunt and deadly. |
nature's vined mindstar of balance (6-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +2% nature ----- def ----- Resists +3% blight Phys.save +3 (+2 eff.) Spell.save +3 (+3 eff.) Mind.save +4 (+2 eff.) Disease- +11% ---------- misc Equi/ret +0.90 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. |
cured leather sling of cold4.0 T2 sling 1H weapon Reqs Shoot [Ego] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +7 cold While equipped: dps ---------- Dmg.mod +10% cold Slings are used to hurl stones or metal shots at your foes. |
Skycrack (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +12.00% Spell.pwr +6 (+3 eff.) Dmg.mod +27% lightning +15% cold Res.pen +10% lightning ----- def ----- Resists +3% mind ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash magestaff of illumination (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +12.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% cold ----- def ----- Defense +6 (+2 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 2.0 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 63.12 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
short ash vilestaff of fate (15-18 power, 3 apr, darkness element)5.0 T2 staff 1H weapon Reqs Mag 16 [Ego] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +6 (+3 eff.) Dmg.mod +15% darkness ----- def ----- Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +5 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Adathra the Duathelspawn (10-15 power, 2 apr) =6 con 1h=3.0 T1 waraxe 1H weapon [Rare] Nature Power 10.5 - 14.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +8 cold On Hit.r1 +12 darkness On Hit: * 20% chance to reduce damage dealt by 17% While equipped: Stats +4 Str +6 Wil +4 Cun +6 Con ----- def ----- Max.HP +14.00 One-handed war axes. |
dwarven-steel waraxe (20-29 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Normal] Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
steel waraxe (16-22 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
steel waraxe (12-16 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
Mardadunalin1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Str +1 Mag +2 Cun +1 Con ----- def ----- Resists +6% acid Max.HP +37.00 A belt that goes around your waist. |
noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +15% Summoned ----- def ----- Resists +6% blight D.Red.from +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Aerybers (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +6 (+2 eff.) Fatigue -3% Resists +6% mind Crit.chn- 5.00% Disease- +20% Teleport- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Duathelguile the cashmere robe (0 def, 0 armour) =sleep=2.0 T3 cloth armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Mind.pwr +10 (+5 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Resists +12% darkness +12% mind +11% all Phys.save +15 (+8 eff.) Spell.save +19 (+13 eff.) Mind.save +23 (+12 eff.) ---------- misc Max.hate +6.00 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Deluhor (0 def, 1 armour) =20% stun 5con=2.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Str +5 Con dps ---------- Res.pen +5% mind On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Silence- +24% Confus- +22% Stun/Frz- +20% ---------- misc See.Invis +6 A pair of boots made of leather. |
pair of dwarven-steel boots 'Stormwing' (0 def, 4 armour) =4 con greaves=3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Wil +2 Cun +4 Con dps ---------- Dmg.mod +9% lightning +3% physical ----- def ----- Armour +4 Fatigue +3% Resists +6% cold Phys.save +20 (+10 eff.) Spell.save +8 (+7 eff.) Mind.save +8 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
restorative pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +1 HP.reg +1.00 Heal.mod +11% ---------- misc Stam/turn +0.40 Max.stam +12.00 A pair of boots made of leather. |
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 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Barknail (1 def, 2 armour)2.0 T1 head armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +3% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Resists +6% nature +6% blight Max.HP +20.00 HP.reg +2.00 Poison- +20% Teleport- +20% A pointy cloth hat, very wizardly... |
linen wizard hat 'Dairofast' (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Str +3 Dex dps ---------- Dmg.mod +11% mind Acc +10 (+3 eff.) Apr +3 ----- def ----- Defense +1 (+0 eff.) Resists +11% mind Spell.save +3 (+3 eff.) A pointy cloth hat, very wizardly... |
rejuvenating steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% HP.reg +2.00 ---------- misc Stam/turn +0.90 A suit of armour made of mail. |
cleansing steel plate armour of fire resistance (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego] Disrupt/Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +11% blight +16% fire +12% nature A suit of armour made of metal plates. |
Hellravage (0 def, 6 armour, 78 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Dmg.mod +3% fire On shield block: * Cause enemies within radius 6 to bleed for 141 physical damage over 5 turns (1/turn) ----- def ----- Armour +6 Fatigue +8% Resists +9% temporal +6% light +9% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
quiver of ash arrows (14/14, 20-28 power, 7 apr)3.0 T2 arrow ammo [Normal] Power 20.0 - 28.0 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 14 Arrows are used with bows to pierce your foes to death. |
6 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. |
70 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. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Dmg.mod +10% blight 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. It was corrupted by the digestive sack. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 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. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Silytta the Glintstreak2.0 T1 lite [Rare] Master While equipped: dps ---------- Melee Ret 4 light 2 physical ----- def ----- Defense +10 (+3 eff.) Resists +3% acid Spell.save +3 (+3 eff.) Die.at -20.00 life ---------- misc Stam/turn +3.00 Light +6 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 'Yvadhena'2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +20% temporal ----- def ----- Resists +9% temporal ---------- 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
soothing elm totem of healing [power 116] (11/10 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 10 cooldown 100% to heal for 33. Natural totems are made by powerful wilders to store nature power. |
2 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. |
overpowered yew wand of clairvoyance [power 13] (11/14 cooldown)2.0 T3 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 13, power 40 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 14 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
8 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. |
6 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
A View From The Gallery (Nightmare (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By PUT_KIRYU_IN_LAD9 the Cornac Rogue level 8
4th Flare 122nd year of Ascendancy at 15:28 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By PUT_KIRYU_IN_LAD9 the Cornac Rogue level 8
5th Mirth 122nd year of Ascendancy at 15:05 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By PUT_KIRYU_IN_LAD9 the Cornac Rogue level 10
3rd Dusk 122nd year of Ascendancy at 23:54 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By PUT_KIRYU_IN_LAD9 the Cornac Rogue level 8
10th Flare 122nd year of Ascendancy at 16:58 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By PUT_KIRYU_IN_LAD9 the Cornac Rogue level 16
54th Dusk 122nd year of Ascendancy at 12:00 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By PUT_KIRYU_IN_LAD9 the Cornac Rogue level 17
64th Dusk 122nd year of Ascendancy at 20:23 see stats
Log
Ritch flamespitter spits flames!
Ritch flamespitter hits PUT_KIRYU_IN_LAD9 for 67 fire damage.
Agony from Bloated horror hits PUT_KIRYU_IN_LAD9 for 33 mind damage.
Mindrot hits PUT_KIRYU_IN_LAD9 for 9 nature, 8 nature (17 total damage).
LIFE LOST WARNING!
Mouse input temporarily disabled.
Mouse input temporarily disabled.
PUT_KIRYU_IN_LAD9 uses Expose Weakness.
PUT_KIRYU_IN_LAD9 performs a melee critical strike against Corrupted green jelly!
Corrupted green jelly is crippled.
PUT_KIRYU_IN_LAD9 performs a melee critical strike against Corrupted green jelly!
PUT_KIRYU_IN_LAD9 is focusing on penetrating defenses.
PUT_KIRYU_IN_LAD9 hits Corrupted green jelly for 158 physical, 20 nature, 8 temporal, 76 physical (262 total damage).
PUT_KIRYU_IN_LAD9 killed Corrupted green jelly!
Bloated horror casts Mind Disruption.
PUT_KIRYU_IN_LAD9 wanders around!
War hound misses PUT_KIRYU_IN_LAD9.
PUT_KIRYU_IN_LAD9 is no longer dominated.
Talent Flurry is ready to use.
Ritch flamespitter spits flames!
Agony from Bloated horror hits PUT_KIRYU_IN_LAD9 for 49 mind damage.
Ritch flamespitter hits PUT_KIRYU_IN_LAD9 for 67 fire damage.
PUT_KIRYU_IN_LAD9 is confused and fails to use Throwing Knives.
Bloated horror uses Mind Sear.
Bloated horror's mind surges with critical power!
PUT_KIRYU_IN_LAD9 reacts to damage from Bloated horror, mitigating the blow!.
Bloated horror hits PUT_KIRYU_IN_LAD9 for (46 reacted , -4 stam), 160 mind (160 total damage).
PUT_KIRYU_IN_LAD9 the level 18 cornac rogue was mentally tortured to death by a bloated horror on level 1 of The Maze.
















































































































