











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Notes to Self 1.7.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Archer |
| Level / Exp | 20 / 42% |
| Size | medium |
| Lifes / Deaths | Killed by Iverarena the green ooze at level 20 on the 73rd Regrowth 123rd year of Ascendancy at 20:20 / 1 |
Primary Stats
| Strength | 34 (base 22) |
| Dexterity | 52 (base 48) |
| Constitution | 37 (base 27) |
| Magic | 8 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 16 (base 12) |
Resources
| Life | -93/702 |
| Stamina | 72/167 |
| Healing Factor | 1.3341015905906 |
| Regeneration | 9.6722365317816 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 68 |
| Accuracy | 48 |
| Crit Chance | 10% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +3% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Physical | +10% |
| Arcane | +15% |
| All | 0% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 41 (69.687909656376%) |
| Defense | 52 |
| Ranged Defense | 52 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 21 |
| Mental Save | 10 |
Defense: Resistances
| Cold | + 16%( 70%) |
| Lightning | + 22%( 70%) |
| Nature | + 11%( 70%) |
| Temporal | + 22%( 70%) |
| Blight | + 11%( 70%) |
| Acid | + 16%( 70%) |
| Fire | + 19%( 70%) |
| All | + 5%( 70%) |
Defense: Immunities
| Stun Resistance | 68% |
| Pinning Resistance | 30% |
| Knockback Resistance | 70% |
| Disarm Resistance | 60% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| 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 116 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 575% 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 260 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 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 |
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 failed to protect the injured seer from death by hornet swarm. Escort: injured seer (level 2 of Old Forest) | failed |
You failed to protect the lost defiler from death by 3-headed hydra. Escort: lost defiler (level 3 of Old Forest) | failed |
You failed to protect the worried loremaster from death by sick giant venus flytrap. Escort: worried loremaster (level 1 of Heart of the Gloom) | failed |
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 have explored the Old Forest and vanquished Wrathroot. * 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed pouch of luminous horror dust. * You've found the needed pouch of faeros ash. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | 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 | Earthshaper (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str dps ---------- Res.pen +15% nature On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Armour +3 Fatigue -5% Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 A pair of boots made of leather. |
| Quiver | Hornet Stingers (7/20, 117% power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 117% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
| Light source | brass lantern 'Branimarehad'2.0 T1 lite [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Defense +10 (+3 eff.) Blind- +10% Disease- +10% Pinning- +10% ---------- misc 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 | rough leather cap 'Fogbore' (0 def, 5 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Dmg.mod +3% physical Res.pen +10% physical Melee Ret 4 darkness ----- def ----- Armour +5 Fatigue +1% Resists +6% lightning +15% temporal A cap made of leather. |
| Tool | piercing steel torque of psionic shield [power 45] (10/25 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 45 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring 'Poriwyn'0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Melee Ret 6 arcane ----- def ----- Armour +6 Resists +3% blight +3% temporal Max.HP +60.00 HP.reg +1.00 Stun/Frz- +38% Knockbk- +20% Rings make your fingers look great! |
| On fingers | warrior's gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: Stats +6 Str ----- def ----- Armour +12 Max.HP +28.00 Disarm- +20% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
| Around waist | rough leather belt 'Bogreaper'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +10% acid ----- def ----- Resists +6% nature +3% fire Spell.save +6 (+3 eff.) Max.HP +34.00 A belt that goes around your waist. |
| In main hand | mage-hunter's elm longbow of dampening4.0 T1 longbow 2H weapon [Ego+] Disrupt Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +9 (+5 eff.) On Hit (Ranged): * 8 arcane resource burn ----- def ----- Resists +12% acid +12% lightning +12% fire +12% cold +3% all Spell.save +9 (+4 eff.) ---------- misc Masteries +0.15 Wild-gift/Antimagic Longbows are used to shoot arrows at your foes. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Main armor | troll-hide reinforced leather armour of Toknor (12 def, 7 armour)9.0 T4 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +11.00% Phys.pwr +5 (+1 eff.) ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Max.HP +37.00 HP.reg +3.00 Heal.mod +13% A suit of armour made of leather. |
| Cloak | murderer's cashmere cloak of Iron Throne (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: Stats +2 Str +1 Dex +2 Cun +1 Con dps ---------- Acc +5 (+2 eff.) Apr +6 ----- def ----- Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Fulimaruirach0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- S.pwr/crit +8 Res.pen +15% arcane ----- def ----- Crit.chn- 10.00% Phys.save +8 (+4 eff.) Max.HP +38.00 HP.reg +3.00 ---------- misc Mana/turn +0.16 Max.mana +20.00 Amulets make your neck look great! |
Inventory
shatter afflictions rune of the psychic (absorb 85; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 85 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Tarroharadig the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +2 Str +5 Mag +1 Con dps ---------- Dmg.mod +9% mind Melee Ret 4 blight ---------- misc Max.hate +10.00 Masteries +0.15 Technique/Marksmanship +0.15 Technique/Sniper Amulets make your neck look great! |
Yarechik the iron dagger (112% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 112% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +4 acid While equipped: ----- def ----- Armour +10 Resists +5% arcane +6% nature Max.HP +20.00 Stun/Frz- +20% Sharp, short and deadly. |
Tirakai's Maul (139% power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 139% Range: 1.3x Uses 10% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Zubyldata4.0 T2 longbow 2H weapon [Rare] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +6 Str dps ---------- Phys.pwr +11 (+3 eff.) Dmg.mod +9% mind ----- def ----- Defense +20 (+6 eff.) Resists +6% acid +3% fire +3% light Spell.save +9 (+4 eff.) Longbows are used to shoot arrows at your foes. |
Berubar the Dazzlevice (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Str +3 Dex +1 Wil +2 Con dps ---------- Dmg.mod +12% light Melee Ret 2 mind 6 light ----- def ----- Defense +2 (+0 eff.) Spell.save +6 (+3 eff.) ---------- misc Stam/turn +0.60 Hate/m.crit +4.00 Light +3 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lightward the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Dex +2 Mag +1 Con dps ---------- Melee+ 6 fire Dmg.mod +9% light +4% fire ----- def ----- Armour +1 Fatigue +1% Resists +12% light +6% fire Crit.chn- 15.00% 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. |
Offalmaim the iron helm (5 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Armour +3 Defense +5 (+1 eff.) Fatigue +5% Resists +6% cold +6% fire +6% temporal Crit.chn- 15.00% Disarm- +20% Stun/Frz- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of the mind (+11%) (1 def, 0 armour)2.0 T1 head armor [Ego] Psionic While equipped: dps ---------- Dmg.mod +11% mind ----- def ----- Defense +1 (+0 eff.) Resists +11% mind A pointy cloth hat, very wizardly... |
steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Normal] While equipped: ----- def ----- Armour +9 Fatigue +22% A suit of armour made of metal plates. |
iron shield (0 def, 2 armour, 19 block)7.0 T1 shield armor Reqs Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced iron shield (0 def, 5 armour, 39.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +5 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
swashbuckler's steel shield of the stars (0 def, 4 armour, 38.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego++] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Str +2 Dex +2 Mag +3 Cun dps ---------- Dmg.mod +12% light +11% darkness Acc +9 (+3 eff.) ----- def ----- Armour +4 Fatigue +8% Resists +10% light +10% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
Frozenglory (17/17, 118% power, 7 apr)3.0 T2 arrow ammo [Rare] Nature Power 118% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 17 Proj.spd +200% Ranged+ +4 mind +20 cold On Hit.r1 +20 mind On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 124 physical damage Arrows are used with bows to pierce your foes to death. |
Hatharach the quiver of elm arrows (18/18, 108% power, 7 apr)3.0 T1 arrow ammo [Rare] Disrupt Power 108% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Capacity 18 Proj.spd +200% Ranged+ +4 mind On Hit: * 11% chance to slow global speed by 41% While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
222 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of Reknor (dig speed 15 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str ----- def ----- Resists +6% darkness +6% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Yvilerithra the brass lantern2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Crit.mult +5.00% Res.pen +5% physical On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Resists +2% physical Mind.save +6 (+6 eff.) ---------- misc Stam/turn +1.00 Max.stam +20.00 Light +3 See.Stealth +7 See.Invis +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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 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 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. |
overpowered yew totem of summon tentacle [power 360] (10/36 cooldown)2.0 T3 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 861 Base Damage: 374 Armor: 0 All Resist: 0 Puts all charms on 36 cooldown Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Ercher Man the Thalore Archer level 14
27th Dusk 122nd year of Ascendancy at 22:47 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Ercher Man the Thalore Archer level 20
73rd Regrowth 123rd year of Ascendancy at 02:35 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Ercher Man the Thalore Archer level 10
10th Mirth 122nd year of Ascendancy at 17:03 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Ercher Man the Thalore Archer level 20
59th Haze 122nd year of Ascendancy at 18:26 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Ercher Man the Thalore Archer level 20
28th Regrowth 123rd year of Ascendancy at 18:07 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Ercher Man the Thalore Archer level 12
2nd Dusk 122nd year of Ascendancy at 06:23 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ercher Man the Thalore Archer level 20
60th Haze 122nd year of Ascendancy at 01:28 see stats
Log
Ercher Man's Shoot performs a ranged critical strike against Iverarena the green ooze!
Iverarena the green ooze shares damage with his oozes!
Ercher Man's Shoot hits Iverarena the green ooze for 66 physical, 0 arcane (66 total damage).
Iverarena the green ooze shares damage with his oozes!
Crippling Poison from Ercher Man hits Iverarena the green ooze for 5 nature damage.
Iverarena the green ooze uses Mucus.
Iverarena the green ooze fails to use Slime Spit.
Ercher Man HEALS from nature damage!
Poison from Iverarena the green ooze hits Ercher Man for 146 nature, 54 healing (146 total damage) [54 healing].
Ercher Man shoots!
Iverarena the green ooze shares damage with his oozes!
Ercher Man's Shoot hits Iverarena the green ooze for 27 physical, 0 arcane (27 total damage).
Bloated ooze misses Ercher Man.
Iverarena the green ooze shares damage with his oozes!
Crippling Poison from Ercher Man hits Iverarena the green ooze for 5 nature damage.
Talent Flare is ready to use.
Ercher Man HEALS from nature damage!
Poison from Iverarena the green ooze hits Ercher Man for 146 nature, 54 healing (146 total damage) [54 healing].
Ercher Man shoots!
Iverarena the green ooze shares damage with his oozes!
Ercher Man's Shoot hits Iverarena the green ooze for 25 physical, 0 arcane (25 total damage).
Iverarena the green ooze uses Slime Spit.
Iverarena the green ooze's mind surges with critical power!
Iverarena the green ooze is no longer pinned.
Iverarena the green ooze shares damage with his oozes!
Iverarena the green ooze's Slime Spit hits Ercher Man for 197 nature damage.
Crippling Poison from Ercher Man hits Iverarena the green ooze for 5 nature damage.
Ercher Man the level 20 thalore archer was naturalised to death by Iverarena the green ooze on level 3 of The Maze.






























































































