












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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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 | Cornac |
Class | Rogue |
Level / Exp | 13 / 38% |
Size | medium |
Lifes / Deaths | Killed by Aeretha the sick honey tree at level 13 on the 46th Haze 122nd year of Ascendancy at 16:26 / 2Killed by Aeretha the sick honey tree at level 13 on the 46th Haze 122nd year of Ascendancy at 22:19 |
Primary Stats
Strength | 15 (base 11) |
Dexterity | 46 (base 35) |
Constitution | 13 (base 10) |
Magic | 15 (base 10) |
Willpower | 18 (base 10) |
Cunning | 45 (base 29) |
Resources
Life | -73/288 |
Stamina | 71/173 |
Healing Factor | 1.1383363011315 |
Regeneration | 0.28458407528288 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 1 |
Offense: Mainhand
Damage | 54 |
Accuracy | 52 |
Crit Chance | 22% |
APR | 33 |
Speed | 1.00 |
Offense: Offhand
Damage | 29 |
Accuracy | 52 |
Crit Chance | 26% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +11% |
Blight | +6% |
Nature | +4% |
Cold | +3% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Fire | +25% |
Defense: Base
Armour (hardiness) | 18 (38.594633868923%) |
Defense | 50 |
Ranged Defense | 50 |
Fatigue | 1.9238052216851 |
Physical Save | 20 |
Spell Save | 11 |
Mental Save | 30 |
Defense: Resistances
Nature | + 5%( 70%) |
Lightning | + 28%( 70%) |
Light | + 11%( 70%) |
Darkness | + 12%( 70%) |
Blight | + 9%( 70%) |
Cold | + 21%( 70%) |
Mind | + 5%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Silence Resistance | 22% |
Instadeath Resistance | 100% |
Blind Resistance | 22% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 341 damage for 4 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 35 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 Strength stat. |
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 132 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
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 581% 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 Dexterity stat. |
Class Talents
Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Artifice | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic 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 Possessed. | done |
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 naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed bloated horror heart. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed chunk of ghoul flesh. 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 luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed warg claw. | 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 within7 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Physical Power +3 (+1 eff.) Damage +6% blight Ignore resists +5% blight +20% fire Ignore Armor +3 On-Hit (Melee): * 10% chance to reduce armor by 19% defense ------ Armor +3 Fatigue +2% Resistance +3% blight Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Wil defense ------ Defense +30 (+10 eff.) Resistance +9% cold Crit Resistance 5.00% Physical save +6 (+3 eff.) Healmod +11% Stun Resist +10% 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 | ![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +4 Dex +2 Cun offense ------ Physical Crit +3.0% Accuracy +20 (+6 eff.) Ignore Armor +5 defense ------ Armor +3 Fatigue +5% other ------- Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +1 Dex offense ------ On-Hit 6 nature Damage +4% nature defense ------ Armor +1 Resistance +5% nature +6% lightning Stun Resist +20% Unarmed combat: Weapon Damage 7.5 - 8.2 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +5 nature On Hit: 10% Venomous Breath level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +3 Dex +3 Wil +2 Cun offense ------ Damage +3% cold defense ------ Life +22.00 other ------- Max stamina +17.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil defense ------ Mind save +4 (+2 eff.) Silence Resist +22% other ------- Mana/turn +0.12 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun offense ------ Damage +11% lightning defense ------ Defense +4 (+1 eff.) Resistance +22% lightning Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Mind Crit +4% Ignore resists +5% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 9 defense ------ Resistance +11% light +12% darkness Blind Resist +22% other ------- Psi when Hit +0.04 Amulets make your neck look great! |
In main hand | ![]() 1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +3 Dex +3 Cun +3 Con offense ------ Mindpower +3 (+2 eff.) defense ------ Physical save +6 (+3 eff.) other ------- Infravision +1 A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Psionic Weapon Damage 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +7 mind On Hit: * 12% chance to reduce all saves and defense by 18 While equipped: Stats +2 Cun +2 Wil offense ------ Critical power +5.00% Ignore resists +5% fire defense ------ Resistance +6% blight Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +5 Cun offense ------ Critical power +10.00% When Hit 4 mind defense ------ Armor +7 Defense +1 (+0 eff.) Resistance +12% cold Mind save +3 (+2 eff.) other ------- Max hate +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 Encumbrance T2 light armor [Ego] Psionic While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +5% mind Mind save +12 (+6 eff.) A suit of armour made of leather. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 560% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 213 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Mag defense ------ Physical save +8 (+4 eff.) Spell save +14 (+11 eff.) Mind save +7 (+4 eff.) Life +20.00 Life Regen +2.00 Poison Resist +20% Stun Resist +20% Teleport Resist +10% Rings make your fingers look great! |
![]() 3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Nature/Master Weapon Damage 14.5 - 21.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-hit +9 nature While equipped: offense ------ Accuracy +9 (+3 eff.) defense ------ Defense +7 (+2 eff.) Disarm Resist +32% Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +13 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) defense ------ Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Effective talent level: 1.0 Power cost 40 out of 30/40. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 16 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) On-Hit 4 mind 5 darkness Damage +3% mind +2% darkness defense ------ Physical save +3 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) other ------- EQ when Hit +0.60 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. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 3 mind 4 darkness Damage +3% mind +3% darkness defense ------ Mind save +3 (+2 eff.) other ------- Max psi +10.00 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. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature Weapon Damage 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) defense ------ Physical save +3 (+2 eff.) Spell save +3 (+3 eff.) Mind save +3 (+2 eff.) other ------- EQ when Hit +0.70 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. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane 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 +1% Spellpower +3 (+3 eff.) Damage +10% acid other ------- Mana/turn +0.10 Max mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil +2 Con offense ------ Damage +3% physical defense ------ Defense +1 (+0 eff.) Resistance +6% cold Life +20.00 Blind Resist +20% Poison Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ On-Hit (Melee): * 10% chance to slow global speed by 44% defense ------ Defense +1 (+0 eff.) Resistance +6% nature +6% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+9 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) Damage +13% acid defense ------ Resistance +19% acid +9% all Mind save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Cun +2 Con offense ------ Damage +3% mind Ignore resists +5% light defense ------ Armor +1 Fatigue -4% Physical save +6 (+3 eff.) other ------- Encumbrance +22 A pair of boots made of leather. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Arcane/Nature While equipped: Stats +2 Mag offense ------ On-Hit 6 fire Damage +5% arcane +3% fire defense ------ Armor +2 Resistance +6% fire Unarmed combat: Weapon Damage 15.5 - 17.1 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +4 arcane On-crit, radius 2 +6 arcane +6 fire On Hit: 10% Fire Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +10% cold Ignore resists +5% physical Ignore Armor +1 defense ------ Armor +6 Defense +11 (+3 eff.) Resistance +15% cold other ------- Max stamina +30.00 A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Con defense ------ Armor +5 Fatigue +5% other ------- Infravision +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: Stats +3 Mag defense ------ Defense +1 (+0 eff.) Spell save +6 (+6 eff.) A pointy cloth hat, very wizardly... |
![]() 0.0 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical 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. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Disrupt While equipped: offense ------ When Hit 8 lightning defense ------ Resistance +3% mind +3% all Spell save +6 (+6 eff.) Mind save +9 (+5 eff.) Stun Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% 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. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(66 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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
By Keso the Cornac Rogue level 10
10th Flare 122nd year of Ascendancy at 11:17 see stats
By Keso the Cornac Rogue level 10
2nd Mirth 122nd year of Ascendancy at 09:49 see stats
By Keso the Cornac Rogue level 10
3rd Mirth 122nd year of Ascendancy at 01:18 see stats
By Keso the Cornac Rogue level 10
4th Mirth 122nd year of Ascendancy at 16:48 see stats
By Keso the Cornac Rogue level 13
46th Haze 122nd year of Ascendancy at 16:26 see stats
Log
Keso picks up (c.): Xanutira the steel ring.
Keso picks up (f.): horrifying mossy mindstar of balance (2-3 power, 12 apr, nature damage).
Keso picks up (g.): mossy mindstar of balance (3-3 power, 12 apr, nature damage).
Keso picks up (k.): mindwoven woollen robe of corrosion (+19%) (0 def, 0 armour).
Keso picks up (k.): Spider-Silk Robe of Spydrë (10 def, 15 armour).
Keso picks up (f.): Bloomsoul (8-9 power, 13 apr, nature damage).
Keso picks up (h.): horrifying vined mindstar of clarity (5-6 power, 18 apr, nature damage).
Lore found: Spider-Silk Robe of Spydrë
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: Bloomsoul
You can read all your collected lore in the game menu, by pressing Escape.
Aeretha the sick honey tree's creeping dark hits Keso for (24 absorbed), 0 darkness (0 total damage).
The shield around Keso crumbles.
Poison from Aeretha the sick honey tree strikes Keso in the darkness (+5% damage).
Poison from Aeretha the sick honey tree hits Keso for (103 absorbed), 0 nature (0 total damage).
Poison from Aeretha the sick honey tree hits Keso for 95 nature damage.
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Poison from Aeretha the sick honey tree hits Keso for 95 nature damage.
Talent Infusion: Movement is ready to use.
Poison from Aeretha the sick honey tree hits Keso for 95 nature damage.
Poison from Aeretha the sick honey tree hits Keso for 95 nature damage.
Keso the level 13 cornac rogue was treehugged to death by Aeretha the sick honey tree on level 1 of Heart of the Gloom.