









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! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Archmage |
| Level / Exp | 13 / 13% |
| Size | medium |
| Lifes / Deaths | Killed by Silerevena the great wolf at level 13 on the 1st Dusk 122nd year of Ascendancy at 08:23 / 1 |
Primary Stats
| Strength | 9 (base 10) |
| Dexterity | 17 (base 10) |
| Constitution | 12 (base 10) |
| Magic | 57 (base 39) |
| Willpower | 39 (base 28) |
| Cunning | 22 (base 11) |
Resources
| Life | -130/190 |
| Mana | 132/364 |
| Healing Factor | 1.0191526171258 |
| Regeneration | 5.3505512399102 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 4 |
| See Stealth | 6 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 11 |
| Crit Chance | 10% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +6% |
| Fire | +37% |
| Nature | +8% |
Offense: Damage Penetration
| Cold | +20% |
| Light | +5% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 0 |
| Physical Save | 13 |
| Spell Save | 38 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Nature | + 19%( 70%) |
| Temporal | + 12%( 70%) |
| Lightning | + 15%( 70%) |
| Arcane | 0%( 70%) |
| Fire | + 16%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 50% |
| Confusion Resistance | 22% |
| Instadeath Resistance | 100% |
| Stun Resistance | 0% |
| Poison Resistance | 70% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 259 damage for 6 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 90 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (55 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| 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 544% 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. |
Class Talents
| Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | 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 |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
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 within7 lumberjacks have died. | done |
Equipment
| On feet | Murkwell the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Damage +3% nature +6% fire Ignore resists +20% nature When Hit 2 nature defense ------ Armor +1 Resistance +9% nature Physical save +6 (+6 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) A pair of boots made of leather. |
| Light source | Hathorak the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Con offense ------ On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Resistance +3% acid +3% temporal Spell save +9 (+4 eff.) other ------- 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. |
| On head | Beumnir the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% fire defense ------ Defense +1 (+0 eff.) Resistance +6% temporal +16% fire Life Regen +4.00 Disease Resist +10% A pointy cloth hat, very wizardly... |
| Tool | elm wand of conjuration 'Arykor' [power 105] (15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +1 Wil offense ------ Critical power +10.00% Spellpower/crit +2 other ------- Max vim +10.00 Fire a magical bolt dealing 105 cold damage Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Blind Resist +20% other ------- Infravision +4 See Stealth +6 See Invisibility +6 Rings make your fingers look great! |
| On fingers | Zerydunagorn the Tidetorrent0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Ignore resists +20% cold On-Hit (Melee): * 10% chance to reduce armor by 33% * 10% chance to reduce all saves and defense by 20 defense ------ Mind save +6 (+3 eff.) Confus Resist +22% Rings make your fingers look great! |
| Around waist | rough leather belt 'Elomira'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Spellpower +10 (+3 eff.) defense ------ Resistance +3% temporal Spell save +9 (+4 eff.) Mind save +3 (+1 eff.) Life +32.00 A belt that goes around your waist. |
| In main hand | ash magestaff 'Duvylen' (20-24 power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Critical power +15.00% Spellpower +8 (+2 eff.) Damage +6% arcane +20% fire defense ------ Armor +5 Defense +4 (+2 eff.) other ------- Mana/turn +0.17 Max mana +35.00 Wards +2 fire Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- 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. |
| Main armor | Eel-skin armour (16 def, 0 armour)9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+8 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 38.27 to 114.82 lightning damage (76.55 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
| Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +1 Con defense ------ Defense +1 (+0 eff.) Life +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet 'Gloomjam'0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +6 Mag offense ------ Ignore resists +5% light On-Hit (Melee): * 10% chance to reduce damage dealt by 17% defense ------ Fatigue -4% Life Regen +1.00 Amulets make your neck look great! |
Inventory
movement infusion (speed 400%; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% 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. 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 psychic (heal 258; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 258 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 16%; magical; dur 4; cd 16)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Ashbraze the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: offense ------ When Hit 6 lightning 4 fire defense ------ Fatigue -5% Resistance +14% blight +14% temporal +10% nature +6% fire Life Regen +2.00 Poison Resist +22% Disease Resist +23% Pinning Resist +22% Knockbk Resist +22% Amulets make your neck look great! |
restful copper amulet of magic (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Fatigue -5% Life Regen +2.00 Amulets make your neck look great! |
balanced steel dagger (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Master Weapon Damage 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Accuracy +7 (+7 eff.) defense ------ Defense +7 (+3 eff.) Disarm Resist +20% Sharp, short and deadly. |
thought-forged steel dagger of massacre (18-23 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Master/Psionic Weapon Damage 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 mind On Hit: * 10% chance to reduce all saves and defense by 20 While equipped: Stats +2 Cun +2 Wil Sharp, short and deadly. |
Bethemiwen the elm magestaff (10-12 power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +11.00% Spellpower +3 (+1 eff.) Damage +10% fire defense ------ Defense +15 (+7 eff.) Resistance +3% nature other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Tarrodar (10-12 power, 2 apr, physical element)5.0 Encumbrance T1 staff 2H weapon [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +15.00% Spellpower +3 (+1 eff.) Damage +10% physical defense ------ Resistance +5% arcane Silence Resist +20% Teleport Resist +10% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
hateful steel steamsaw of massacre (20-30 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Str 16 Steam Pool [Ego] Master/Psionic/Steamtech Weapon Damage 20.0 - 30.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +24 On-hit +9 darkness Damage Against +6% Living Uses 1.0 Steam While equipped: defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
thought-forged steel steamsaw of massacre (18-28 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Str 16 Steam Pool [Ego] Master/Psionic/Steamtech Weapon Damage 18.5 - 27.8 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +24 On-hit +7 mind On Hit: * 14% chance to reduce all saves and defense by 20 Uses 1.0 Steam While equipped: Stats +1 Cun +2 Wil defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
arcing iron waraxe of paradox (10-15 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon Reqs Str 11 [Ego] Arcane Weapon Damage 10.5 - 14.7 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +6 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 78 damage While equipped: defense ------ Resistance +6% temporal One-handed war axes. |
grounding rough leather belt of transcendence1.0 Encumbrance T1 belt armor [Ego] Nature/Psionic While equipped: offense ------ Mindpower +2 (+1 eff.) defense ------ Resistance +6% lightning +5% temporal Physical save +6 (+6 eff.) A belt that goes around your waist. |
Relgolin (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Mag +4 Wil offense ------ Critical power +10.00% Damage +12% light +14% temporal defense ------ Resistance +14% temporal +18% light +9% all other ------- Mana/turn +0.12 Psi/turn +0.18 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +2% Spellpower +3 (+1 eff.) defense ------ Resistance +7% all Spell save +16 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Airglamour (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Cun offense ------ Ignore resists +10% lightning On-Hit (Melee): * 10% chance to reduce damage dealt by 17% defense ------ Armor +3 Crit Resistance 10.00% other ------- Infravision +5 A pair of boots made of leather. |
Emelulaith the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Rare] Arcane While equipped: Stats +5 Mag offense ------ Ignore resists +10% mind defense ------ Armor +3 Fatigue +2% Mind save +9 (+4 eff.) Silence Resist +22% Confus Resist +21% Stun Resist +20% other ------- See Invisibility +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Porylenne the pair of rough leather boots (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +1 Mag defense ------ Armor +3 other ------- Max hate +2.00 Infravision +3 A pair of boots made of leather. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.40 Max stamina +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Ego] Master While equipped: defense ------ Armor +3 Fatigue -2% Physical save +5 (+5 eff.) other ------- Encumbrance +23 Stamina/turn +0.40 Max stamina +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spellhunt Remnants (1 def, 2 armour)1.5 Encumbrance T1 hands armor Reqs - Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+2 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+0 eff.) Spell save +4 (+2 eff.) Life +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
steady rough leather gloves of strength (+3) (0 def, 1 armour) =3ыек=1.0 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str offense ------ Physical Power +6 (+6 eff.) Accuracy +5 (+5 eff.) defense ------ Armor +1 Physical save +6 (+6 eff.) Mind save +6 (+3 eff.) Disarm Resist +21% 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. |
Scabrune (0 def, 2 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Mind Crit +3% Damage +9% nature When Hit 2 cold defense ------ Armor +2 Fatigue +1% Resistance +6% nature other ------- Infravision +2 A cap made of leather. |
rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +1 Fatigue +1% A cap made of leather. |
warlord's rough leather cap (0 def, 1 armour) =3str=2.0 Encumbrance T1 head armor [Ego+] Nature While equipped: Stats +3 Str +3 Wil offense ------ Physical Power +7 (+7 eff.) defense ------ Armor +1 Fatigue +1% Resistance +6% physical Physical save +6 (+6 eff.) A cap made of leather. |
impenetrable steel mail armour of lightning resistance (2 def, 11 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego] Master While equipped: defense ------ Armor +11 Defense +2 (+1 eff.) Fatigue +12% Resistance +16% lightning A suit of armour made of mail. |
cleansing rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor Reqs Str 10 [Ego] Disrupt While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +11% nature +11% blight A suit of armour made of leather. |
3 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
40 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Eremalarab (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Cun offense ------ Damage +9% arcane +3% mind Ignore resists +5% arcane Accuracy +4 (+4 eff.) When Hit 2 blight 2 mind 4 arcane other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 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. |
Void Star1.0 Encumbrance T2 lite [Unique] Arcane While equipped: offense ------ Spell Crit +5% Damage +6% acid +6% cold +6% fire +6% arcane +6% lightning other ------- Light +2 Echoes From The Void: Effective talent level: 2.0 Power cost 70 out of 70/70. Range 10 Cooldown: 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 26.94 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Ldisi the Shalore Archmage level 12
2nd Flare 122nd year of Ascendancy at 03:59 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ldisi the Shalore Archmage level 10
3rd Mirth 122nd year of Ascendancy at 08:00 see stats
Orbituary (Insane (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Ldisi the Shalore Archmage level 2
74th Pyre 122nd year of Ascendancy at 22:37 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Ldisi the Shalore Archmage level 11
6th Mirth 122nd year of Ascendancy at 03:43 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ldisi the Shalore Archmage level 12
7th Mirth 122nd year of Ascendancy at 18:11 see stats
Log
Silerevena the great wolf uses Nature's Equilibrium.
Silerevena the great wolf's Beyond the Flesh hits Ldisi for (70 to time), 0 physical, (5 to time), 0 darkness, (4 to time), 0 nature, (4 to time), 0 lightning, (2 to time), 0 mind, (3 to time), 0 darkness, (17 to time), 0 physical (0 total damage).
Silerevena the great wolf hits Ldisi for (128 to time), 0 mind, (4 to time), 0 lightning, (2 to time), 0 mind, (3 to time), 0 darkness, (17 to time), 0 physical (0 total damage).
Melee retaliation hits Silerevena the great wolf for 2 nature, 0 nature (2 total damage).
Melee retaliation hits War hound for 2 nature damage.
War hound hits Ldisi for (84 to time), 0 physical (0 total damage).
Ldisi has regained its confidence.
Talent Pulverizing Auger is ready to use.
Bleeding from Silerevena the great wolf hits Ldisi for (17 to time), 0 physical (0 total damage).
Thorn Grab from Silerevena the great wolf hits Ldisi for (6 to time), 0 nature (0 total damage).
Ldisi casts Lightning.
Ritch flamespitter cover of leaves falls apart.
Ldisi hits Silerevena the great wolf for 73 lightning damage.
Silerevena the great wolf uses Telekinetic Smash.
Your time shield crumbles under the damage!
The fabric of time around Ldisi stabilizes to normal.
The powerful time-altering energies generate a restoration field on Ldisi.
Ldisi deactivates Disruption Shield.
Ldisi's disruption shield collapses and then explodes in a powerful manastorm!
Ldisi is stunned!
Silerevena the great wolf hits Ldisi for (44 to time), 0 mind, (4 to time), 0 lightning, (2 to time), 0 mind, (3 to time), 0 darkness, (0 to time), 17 physical, 44 mind, 4 lightning, 2 mind, 3 darkness, 17 physical, 85 physical, 5 darkness, 4 nature, 4 lightning, 1 mind, 3 darkness, 17 physical (206 total damage).
Melee retaliation hits Silerevena the great wolf for 2 nature, 2 nature, 2 nature (5 total damage).
Ldisi's arcane area effect hits Silerevena the great wolf for 3 arcane damage.
Ldisi's arcane area effect hits Polar bear for 4 arcane damage.
Ldisi's arcane area effect hits Ritch flamespitter for 4 arcane damage.
Ldisi's arcane area effect hits War hound for 4 arcane damage.
Silerevena the great wolf's Beyond the Flesh hits Ldisi for 79 physical, 5 darkness, 4 nature, 4 lightning, 2 mind, 3 darkness, 17 physical (114 total damage).
Melee retaliation hits Silerevena the great wolf for 0 nature damage.
Ldisi the level 13 shalore archmage was minced to death by Silerevena the great wolf on level 1 of Norgos Lair.




















































































