











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
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! 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 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:
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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 |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 22 / 66% |
| Size | small |
| Lifes / Deaths | Killed by Iviralle the sandworm at level 22 on the 80th Haze 122nd year of Ascendancy at 21:56 / 1 |
Primary Stats
| Strength | 13 (base 13) |
| Dexterity | 66 (base 51) |
| Constitution | 22 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 59 (base 41) |
Resources
| Life | -145/556 |
| Stamina | 105/208 |
| Healing Factor | 1.1024166372472 |
| Regeneration | 3.5828540710533 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 3 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 63 |
| Crit Chance | 25% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 48 |
| Accuracy | 63 |
| Crit Chance | 36% |
| APR | 33 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +7% |
| Lightning | +7% |
| Nature | +3% |
| Physical | +13% |
| Fire | +11% |
| All | 0% |
Offense: Damage Penetration
| Physical | +7% |
| Lightning | +17% |
| Darkness | +6% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 3 (69.007671158813%) |
| Defense | 61 |
| Ranged Defense | 61 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 21 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Blight | + 12%( 70%) |
| Cold | + 13%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 39%( 70%) |
| Light | + 12%( 70%) |
| Mind | + 18%( 70%) |
| Darkness | + 20%( 70%) |
| Fire | + 28%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Pinning Resistance | 32% |
| Disarm Resistance | 72% |
| Confusion Resistance | 23% |
| Silence Resistance | 41% |
| Stun Resistance | 65% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 23% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 594% 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 164 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 Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 172 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 84 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution 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 |
| 3/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
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 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Effects
| beneficial effect | The target's critical strike damage bonus is increased by 18%. Shadowstrike |
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 injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
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. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
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 |
Equipment
| On feet | undeterred pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +1 Silence- +21% Confus- +23% Stun/Frz- +21% A pair of boots made of leather. |
| Light source | brass lantern 'Hettufast'2.0 T1 lite [Rare] Nature While equipped: Stats +2 Cun ----- def ----- Defense +10 (+3 eff.) Resists +9% darkness Spell.save +6 (+3 eff.) Max.HP +43.00 Pinning- +10% ---------- misc 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 | linen wizard hat 'Huridelar' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Dex +3 Wil dps ---------- Phys.crit +1.0% Crit.mult +5.00% Mind.pwr +20 (+7 eff.) Dmg.mod +11% fire Apr +2 ----- def ----- Defense +1 (+1 eff.) Resists +16% fire A pointy cloth hat, very wizardly... |
| On hands | hardened leather gloves 'Ivita' (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: ----- def ----- Armour +2 Resists +6% nature Spell.save +6 (+3 eff.) Max.HP +40.00 HP.reg +3.00 Silence- +20% Stun/Frz- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.80 Max.stam +18.00 Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | supercharged ash wand of shielding [power 236] (20/23 cooldown)2.0 T2 wand charm [Ego+] Arcane Create a shield absorbing up to 236 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 23 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | psionicist's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Max.HP +23.00 Disarm- +22% Pinning- +22% Knockbk- +23% Rings make your fingers look great! |
| On fingers | copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +7 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | Breezenight0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature Melee Ret 10 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Resists +16% lightning +12% mind +6% nature Stun/Frz- +25% Amulets make your neck look great! |
| In main hand | elemental iron dagger of amnesia (11-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego++] Arcane/Psionic Power 11.0 - 14.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) * Create an explosion dealing 15 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +7% lightning Res.pen +7% lightning Sharp, short and deadly. |
| Around waist | nightruned rough leather belt of unlife =unlife=1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight +6% light +6% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In off hand | Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+4 eff.) Phys.save +15 (+8 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Cloak | Flashwreath (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +3 Str +4 Con ----- def ----- Defense +2 (+1 eff.) Resists +7% acid +7% fire +19% lightning +7% cold Crit.chn- 10.00% ---------- misc Infravis +3 See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Berefast the Galemire (0 def, 0 armour)2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +2 Con dps ---------- Mind.crit +2% Phys.pwr +25 (+9 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +7% darkness +13% physical Res.pen +10% lightning +7% physical +6% darkness ----- def ----- Resists +7% all Phys.save +9 (+5 eff.) ---------- misc Stam/turn +3.00 Max.hate +6.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the warrior (speed 536%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 536% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the titan (absorb 50; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 50 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Amolaneg the Shockoozer =7 con=0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +3 Dex +7 Con dps ---------- Res.pen +15% lightning ----- def ----- Resists +15% light +12% darkness Crit.chn- 10.00% Blind- +23% Amulets make your neck look great! |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
stabilizing copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +11% temporal Pinning- +22% Knockbk- +21% Amulets make your neck look great! |
steel amulet 'Ce'Nilaith'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +2 Cun dps ---------- Phys.crit +2.0% Crit.mult +13.00% Dmg.mod +6% physical Acc +6 (+1 eff.) Apr +19 ----- def ----- Crit.chn- 15.00% Die.at -60.00 life Amulets make your neck look great! |
copper ring 'Erelamalin' =3 mag=0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +18% acid Res.pen +5% blight Melee Ret 4 arcane ----- def ----- Blind- +23% ---------- misc Max.mana +60.00 Infravis +4 See.Stealth +8 See.Invis +6 Rings make your fingers look great! |
marksman's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- Mind.save +6 (+3 eff.) Confus- +21% Rings make your fingers look great! |
psionicist's copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +10 (+5 eff.) Confus- +20% Rings make your fingers look great! |
titan's steel ring of darkness (+22%) =2 con=0.1 T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Phys.save +4 (+2 eff.) Rings make your fingers look great! |
treant's copper ring0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +6% nature +7% blight Poison- +10% Disease- +11% Rings make your fingers look great! |
warrior's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str ----- def ----- Armour +6 Blind- +23% ---------- misc Infravis +4 See.Stealth +7 See.Invis +7 Rings make your fingers look great! |
enhanced steel battleaxe (21-32 power, 2 apr) =9 con=3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego+] Nature Power 21.5 - 32.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Str +5 Dex +7 Mag +6 Wil +6 Cun +9 Con Massive two-handed battleaxes. |
Eariharasin the steel dagger (16-21 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 16.5 - 21.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +12 fire While equipped: ----- def ----- Resists +5% arcane Spell.save +3 (+2 eff.) Die.at -20.00 life Disarm- +10% Def/telep +10 Res/telep +10% Dur/telep +10% Sharp, short and deadly. |
balanced iron dagger of massacre (15-19 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 15.0 - 19.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+1 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +20% Sharp, short and deadly. |
iron dagger of erosion (11-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Nature Power 11.0 - 14.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 nature Sharp, short and deadly. |
Eremulathagorn the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Cun +3 Wil dps ---------- Melee Ret 8 acid ----- def ----- Armour +5 ---------- misc Equi/ret +0.08 Psi/ret +0.04 Create a temporary shield that absorbs 170 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt 'Cracklekiss' =4 con=1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Melee Ret 2 lightning 2 physical ----- def ----- Resists +6% lightning +6% temporal +3% fire Phys.save +6 (+3 eff.) ---------- misc Max.stam +30.00 A belt that goes around your waist. |
Airbringer (1 def, 0 armour) =2 con=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +3% lightning Res.pen +5% mind +5% arcane Melee Ret 4 arcane 2 mind ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chaduldil the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- On Hit (Melee): * 10% chance to slow global speed by 53% ----- def ----- Defense +1 (+1 eff.) Resists +3% blight Die.at -40.00 life Poison- +20% ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Magmabearer' (1 def, 0 armour) =31 max=2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind +3% fire ----- def ----- Defense +1 (+1 eff.) Resists +6% blight +5% arcane Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
verdant woollen robe of corrosion (+16%) (0 def, 0 armour) =nature/acid=2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +7% nature +11% acid ----- def ----- Resists +16% acid +9% all Poison- +20% Disease- +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cyrevena the Nightsage (5 def, 2 armour) =5 con=2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Con dps ---------- Crit.mult +10.00% Acc +5 (+1 eff.) ----- def ----- Armour +2 Defense +5 (+2 eff.) Resists +3% darkness ---------- misc Infravis +1 A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
steady hardened leather gloves of strength (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+3 eff.) Acc +6 (+1 eff.) ----- def ----- Armour +2 Phys.save +5 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +21% Unarmed combat: Power 21.0 - 23.1 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Boltblight the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Dex +1 Mag +2 Cun dps ---------- Dmg.mod +6% light Apr +5 ----- def ----- Armour +1 Fatigue +1% Resists +3% lightning Crit.chn- 15.00% ---------- misc Infravis +2 A cap made of leather. |
Hettisandur the Smearlord (0 def, 1 armour) =3 con=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +9% light Res.pen +5% nature On Hit (Melee): * 10% chance to slow global speed by 53% ----- def ----- Armour +1 Fatigue +1% Resists +6% cold A cap made of leather. |
clarifying linen wizard hat of frost (+15%) (1 def, 0 armour) =3 cun=2.0 T1 head armor [Ego] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% cold ----- def ----- Defense +1 (+1 eff.) Resists +15% cold Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Aerassra the rough leather armour (3 def, 2 armour) =5 con=9.0 T1 light armor [Rare] Psionic While equipped: Stats +5 Wil +3 Cun +5 Con dps ---------- Res.pen +5% arcane ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Mind.save +11 (+5 eff.) ---------- misc Light +2 Infravis +2 See.Invis +3 A suit of armour made of leather. |
Chillsorrow (8 def, 7 armour)9.0 T2 light armor Reqs Str 14 [Random Unique] Nature/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Dmg.mod +15% arcane +6% cold ----- def ----- Armour +7 Defense +8 (+2 eff.) Fatigue +7% Max.HP +34.00 HP.reg +8.40 Heal.mod +12% ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
116 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. |
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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
2 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 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.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. |
Balancedeath (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +12% nature +9% darkness ----- def ----- Resists +6% acid +3% nature Spell.save +3 (+2 eff.) ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Uredan the Galescar (dig speed 37 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +3 Dex +2 Mag dps ---------- Dmg.mod +6% nature Melee Ret 8 lightning ----- def ----- Resists +11% nature Crit.chn- 5.00% ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(70 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Zubegassra =3 con=2.0 T1 lite [Rare] Master While equipped: Stats +1 Str +3 Con dps ---------- Crit.mult +5.00% ----- def ----- Resists +2% physical Die.at -20.00 life ---------- misc Stam/turn +2.00 Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (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. |
Aironslaught the iron torque of gale force [power 100] (20/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +5% mind +15% lightning On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Resists +6% acid +3% mind Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 113 physical damage Puts all charms on 15 cooldown 100% to reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
powerful steel torque of psionic shield [power 45] (20/25 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 by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Hathyneg the elm totem of summon tentacle [power 100] (20/25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +20% mind ----- def ----- Resists +3% mind +3% darkness Spell.save +3 (+2 eff.) HP.reg +2.00 Stun/Frz- +10% Def/telep +15 Res/telep +15% Dur/telep +15% 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: 243 Base Damage: 107 Armor: 6 All Resist: 4 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
powerful elm totem of stinging [power 110] (20/15 cooldown)2.0 T1 totem charm [Ego+] Nature Sting an enemy dealing 113 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. 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. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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. |
6 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 (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Smally the Halfling Rogue level 10
10th Mirth 122nd year of Ascendancy at 09:59 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Smally the Halfling Rogue level 10
3rd Mirth 122nd year of Ascendancy at 06:34 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Smally the Halfling Rogue level 20
35th Haze 122nd year of Ascendancy at 18:18 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Smally the Halfling Rogue level 10
3rd Mirth 122nd year of Ascendancy at 06:48 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 Smally the Halfling Rogue level 17
25th Haze 122nd year of Ascendancy at 02:03 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Smally the Halfling Rogue level 11
7th Dusk 122nd year of Ascendancy at 07:55 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Smally the Halfling Rogue level 17
24th Haze 122nd year of Ascendancy at 11:21 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Smally the Halfling Rogue level 22
80th Haze 122nd year of Ascendancy at 21:42 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Smally the Halfling Rogue level 17
29th Dusk 122nd year of Ascendancy at 10:03 see stats
Log
Iviralle the sandworm fails to use Slime Spit.
You sense that Something has taken notice of you ...
Your shield crumbles under the damage!
The shield around Smally crumbles.
Iviralle the sandworm shares damage with his oozes!
Deadly Poison from Smally hits Iviralle the sandworm for 5 nature damage.
Smally receives 2 healing from Deadly Poison from Smally.
Bleeding from Iviralle the sandworm hits Smally for (0 absorbed), 63 physical (63 total damage).
Poison from Iviralle the sandworm hits Smally for 131 nature damage.
Thorn Grab from Iviralle the sandworm hits Smally for (24 absorbed), 0 nature (0 total damage).
Iviralle the sandworm uses Slime Spit.
Smally deflects the projectile from Iviralle the sandworm to the west!
Iviralle the sandworm is no longer poisoned.
Talent Garrote is ready to use.
Bleeding from Iviralle the sandworm hits Smally for 68 physical damage.
Thorn Grab from Iviralle the sandworm hits Smally for 24 nature damage.
Smally the level 22 halfling rogue was dissected to death by Iviralle the sandworm on level 2 of Sandworm lair.
Smally talent 'Throwing Knives' is disrupted by the mind parasite.
Smally talent 'Luck of the Little Folk' is disrupted by the mind parasite.
Smally talent 'Flurry' is disrupted by the mind parasite.
Smally talent 'Dagger Block' is disrupted by the mind parasite.
Smally talent 'Marked for Death' is disrupted by the mind parasite.
Smally talent 'Dual Strike' is disrupted by the mind parasite.
Smally talent 'Venomous Throw' is disrupted by the mind parasite.
Smally talent 'Coup de Grace' is disrupted by the mind parasite.
Smally talent 'Dig' is disrupted by the mind parasite.
Iviralle the sandworm slows down.
Bloated ooze is stunned!
Bloated ooze is stunned!











































































































