











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 | Female |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 18 / 74% |
| Size | small |
| Lifes / Deaths | Killed by shadow at level 18 on the 16th Haze 122nd year of Ascendancy at 19:45 / 1 |
Primary Stats
| Strength | 16 (base 14) |
| Dexterity | 48 (base 42) |
| Constitution | 17 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 13 (base 11) |
| Cunning | 38 (base 30) |
Resources
| Life | -7/427 |
| Stamina | 28/174 |
| Healing Factor | 1.292941519274 |
| Regeneration | 1.4868827471651 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 74 |
| Accuracy | 46 |
| Crit Chance | 16% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +15% |
| Cold | +30% |
| All | 0% |
Offense: Damage Penetration
| Cold | +15% |
| Mind | +17% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 17 (48.594633868923%) |
| Defense | 71 |
| Ranged Defense | 71 |
| Fatigue | 0.92380522168512 |
| Physical Save | 35 |
| Spell Save | 23 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 13%( 73%) |
| Blight | + 29%( 73%) |
| Arcane | + 16%( 73%) |
| Cold | + 49%( 73%) |
| All | + 7%( 73%) |
| Lightning | + 21%( 73%) |
| Light | + 10%( 73%) |
| Temporal | + 16%( 73%) |
| Physical | + 8%( 73%) |
| Mind | + 13%( 73%) |
| Fire | + 16%( 73%) |
| Nature | + 13%( 73%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 0% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 423 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 68 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. |
| 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 427 damage for 3 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 439% 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
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (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 Track (+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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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. | 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 avoidance. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed ice ant stinger. | 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 within8 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Cuthilehell (15 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Physical Crit +1.0% defense ------ Armor +1 Defense +15 (+4 eff.) Resistance +6% lightning +7% temporal +3% light +1% physical Physical save +9 (+4 eff.) A pair of boots made of leather. |
| Quiver | blazing pouch of dwarven-steel shots (10/17, 32-38 power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego] Nature Weapon Damage 31.5 - 37.8 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 17 On-ranged-hit +10 fire On-crit, radius 2 +7 fire Shots are used with slings to pummel your foes to death. |
| Light source | Belarianne the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 15 defense ------ Resistance +6% blight +6% nature +3% lightning Physical save +6 (+3 eff.) Spell save +12 (+6 eff.) Healmod +12% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Xeruwen (21 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Con offense ------ Critical power +10.00% Damage +10% cold Ignore Armor +2 defense ------ Defense +21 (+6 eff.) Resistance +15% cold Mind save +3 (+1 eff.) A pointy cloth hat, very wizardly... |
| On hands | Glimmernaught (5 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +3 Dex offense ------ Accuracy +10 (+3 eff.) When Hit 2 light defense ------ Armor +1 Defense +5 (+2 eff.) Fatigue +1% Resistance +5% arcane +6% mind Mind save +3 (+1 eff.) other ------- Light +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Isemira the iron pickaxe (dig speed 19 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str defense ------ Resistance +12% blight +6% acid +6% lightning Spell save +6 (+3 eff.) Life +24.00 other ------- Max stamina +16.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Rings make your fingers look great! |
| Around neck | protective copper amulet0.1 Encumbrance T1 amulet jewelry [Ego+] Master While equipped: defense ------ Armor +4 Defense +4 (+1 eff.) Max Resistance +3% all Physical save +7 (+3 eff.) Amulets make your neck look great! |
| In main hand | Daimanaridil4.0 Encumbrance T2 sling 1H weapon [Random Unique] Arcane/Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +7 cold While equipped: Stats +4 Str offense ------ Critical power +5.00% Physical Power +6 (+3 eff.) Damage +10% cold Ignore resists +10% mind +7% all Accuracy +7 (+2 eff.) Ignore Armor +7 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | rough leather belt 'Erayalach'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Defense +20 (+5 eff.) Resistance +6% blight +3% temporal +5% arcane Mind save +6 (+3 eff.) Life Regen +0.90 Healmod +11% A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+2 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | linen cloak 'Lisassra' (17 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Wil offense ------ Damage +15% physical defense ------ Defense +17 (+5 eff.) Physical save +6 (+3 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana-on-crit +2.00 Max mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+5 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+3 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Inventory
healing infusion of the duelist (heal 142; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 142 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) 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. |
biting gale rune of the titan (damage 128; dur 4; cd 19)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 127.92 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Chillkarma the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Cun offense ------ Damage +9% mind +3% cold defense ------ Resistance +14% temporal +11% light +3% cold +6% mind +10% darkness Blind Resist +20% Pinning Resist +22% Knockbk Resist +20% Amulets make your neck look great! |
copper amulet of willpower (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets make your neck look great! |
mule's copper ring of darkness (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Damage +10% darkness defense ------ Fatigue -5% Resistance +20% darkness other ------- Encumbrance +22 Rings make your fingers look great! |
Yaranik4.0 Encumbrance T2 sling 1H weapon [Random Unique] Arcane/Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 Projectile Speed +100% On-ranged-hit +5 cold While equipped: Stats +4 Str +3 Dex offense ------ Physical Power +12 (+5 eff.) Damage +12% cold other ------- Reload +1 Slings are used to hurl stones or metal shots at your foes. |
Dairyndur the rough leather belt =2mag=1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +2 Mag +2 Wil offense ------ Physical Crit +4.0% Critical power +6.00% Physical Power +3 (+1 eff.) defense ------ Resistance +12% acid Mind save +9 (+4 eff.) Silence Resist +10% A belt that goes around your waist. |
Chenik (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +9% blight +20% cold Unlife -60.00 life Healmod +5% Blind Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emibrewen the linen cloak (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Mag offense ------ Spell Crit +3% Damage +9% arcane Ignore resists +5% blight defense ------ Defense +6 (+2 eff.) Resistance +3% cold Physical save +8 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lavawend the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Wil +3 Cun +3 Con offense ------ Damage +9% fire Ignore resists +15% blight When Hit 2 blight On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 9 defense ------ Armor +1 Resistance +18% fire Physical save +7 (+3 eff.) Spell save +6 (+3 eff.) Mind save +7 (+3 eff.) other ------- Light +1 Infravision +2 A pair of boots made of leather. |
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. |
steady hardened leather gloves of spellstriking (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Arcane/Psionic While equipped: Stats +6 Mag +5 Wil offense ------ Spellpower +6 (+5 eff.) On-Hit 8 arcane Damage +3% arcane Accuracy +7 (+2 eff.) defense ------ Armor +2 Resistance +5% arcane Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +24% 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. |
Grinarak (1 def, 0 armour) =2mag=2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +2 Mag offense ------ Spell Crit +3% Spellpower +15 (+10 eff.) defense ------ Defense +1 (+1 eff.) other ------- Infravision +4 See Stealth +5 See Invisibility +7 Circle of Warding: (Instant) Puts all charms on 40 turn cooldown Effective talent level: 3.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 14% and attempts to push all creatures other than yourself out of its radius, inflicting 2.76 light damage and 2.76 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
cured leather armour 'Silyna' (6 def, 7 armour)9.0 Encumbrance T2 light armor [Rare] Nature While equipped: Stats +6 Mag +2 Wil +7 Cun offense ------ Damage +6% mind When Hit 6 mind defense ------ Armor +7 Defense +6 (+2 eff.) Fatigue +7% Resistance +7% acid +7% cold +6% mind other ------- Breathe water A suit of armour made of leather. |
rough leather armour 'Brodezilayon' (3 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Nature While equipped: Stats +1 Cun +1 Mag defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Crit Resistance 10.00% Life +20.00 other ------- See Invisibility +9 A suit of armour made of leather. |
Samuragorn (0 def, 4 armour, 18-22 power, 41.5 block)7.0 Encumbrance T2 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 18.5 - 22.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +42 On-hit +12 cold While equipped: Stats +1 Con +1 Wil offense ------ On-Hit 9 lightning On shield block: * Deals 67 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) When Hit 3 lightning defense ------ Armor +4 Fatigue +8% Resistance +17% fire +11% cold +3% temporal Blind Resist +20% other ------- Infravision +1 Talents +1 Block Handheld deflection devices. |
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. |
170 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. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Torelegrim' (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Dex defense ------ Fatigue -4% Resistance +9% acid +3% temporal other ------- See Invisibility +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
9 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
deadly pouch of iron shots of wind (16/16, 19-23 power, 1 apr)3.0 Encumbrance T1 shot ammo [Ego] Nature/Master Weapon Damage 19.0 - 22.8 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 16 Projectile Speed +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 104 physical damage Shots are used with slings to pummel your foes to death. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 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. |
7 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 Alya the daughter of evil the Halfling Skirmisher level 10
4th Flare 122nd year of Ascendancy at 03:10 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Alya the daughter of evil the Halfling Skirmisher level 10
3rd Mirth 122nd year of Ascendancy at 03:42 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Alya the daughter of evil the Halfling Skirmisher level 18
39th Dusk 122nd year of Ascendancy at 06:54 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Alya the daughter of evil the Halfling Skirmisher level 18
3rd Haze 122nd year of Ascendancy at 06:11 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Alya the daughter of evil the Halfling Skirmisher level 10
3rd Mirth 122nd year of Ascendancy at 23:05 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Alya the daughter of evil the Halfling Skirmisher level 18
4th Haze 122nd year of Ascendancy at 05:38 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Alya the daughter of evil the Halfling Skirmisher level 10
5th Mirth 122nd year of Ascendancy at 15:25 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Alya the daughter of evil the Halfling Skirmisher level 18
3rd Haze 122nd year of Ascendancy at 17:35 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Alya the daughter of evil the Halfling Skirmisher level 16
26th Dusk 122nd year of Ascendancy at 22:09 see stats
Log
Alya the daughter of evil hits Shadow for 0 physical damage.
Talent Infusion: Regeneration is ready to use.
Talent Block is ready to use.
Shadow casts Shadow Flames.
Alya the daughter of evil reacts to damage from Shadow, mitigating the blow!.
Alya the daughter of evil tries to evade attacks.
Shadow hits Alya the daughter of evil for (17 flat reduction), (35 reacted , -4 stam), 105 fire (105 total damage).
Alya the daughter of evil uses Infusion: Regeneration.
Alya the daughter of evil starts regenerating health quickly.
Shadow casts Shadow Lightning.
Alya the daughter of evil reacts to damage from Shadow, mitigating the blow!.
Shadow casts Shadow Flames.
Alya the daughter of evil reacts to damage from Shadow, mitigating the blow!.
Shadow hits Alya the daughter of evil for (17 flat reduction), (42 reacted , -4 stam), 118 lightning (118 total damage).
Shadow hits Alya the daughter of evil for (17 flat reduction), (36 reacted , -4 stam), 102 fire (102 total damage).
Alya the daughter of evil evades Shadow.
Shadow casts Shadow Flames.
Alya the daughter of evil uses Block.
Shadow hits Alya the daughter of evil for (48 blocked), (17 flat reduction), 90 fire (90 total damage).
Alya the daughter of evil uses Track.
Shadow casts Shadow Flames.
Alya the daughter of evil reacts to damage from Shadow, mitigating the blow!.
Shadow casts Shadow Flames.
Alya the daughter of evil reacts to damage from Shadow, mitigating the blow!.
Shadow hits Alya the daughter of evil for (17 flat reduction), (36 reacted , -4 stam), 101 fire (101 total damage).
Shadow hits Alya the daughter of evil for (17 flat reduction), (36 reacted , -4 stam), 101 fire (101 total damage).
Alya the daughter of evil the level 18 halfling skirmisher was boiled to death by a shadow on level 1 of Delolathagar.
















































































