










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Drem |
| Class | Anorithil |
| Level / Exp | 23 / 76% |
| Size | big |
| Lifes / Deaths | Killed by Isluda the midge swarm at level 23 on the 27th Steel 123rd year of Ascendancy at 05:16 / 1 |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 23 (base 10) |
| Constitution | 22 (base 10) |
| Magic | 80 (base 53) |
| Willpower | 20 (base 10) |
| Cunning | 57 (base 45) |
Resources
| Life | -9/593 |
| Positive | 54/116 |
| Negative | 2/116 |
| Healing Factor | 1.3624166372473 |
| Regeneration | 9.8775206200429 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +12.5% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 3 |
| Infravision | 9 |
| See Stealth | 5 |
| See Invisible | 30 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 27 |
| Crit Chance | 28% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +18% |
| Light | +36% |
| Physical | +17% |
| Nature | +9% |
| Arcane | +9% |
| Fire | 0% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +25% |
| Darkness | +50% |
Defense: Base
| Armour (hardiness) | 19 (35.65183292883%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 44 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Blight | + 34%( 70%) |
| Physical | + 29%( 70%) |
| Mind | + 16%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 23%( 70%) |
| Light | + 25%( 70%) |
| Temporal | + 23%( 70%) |
| Nature | + 55%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Confusion Resistance | 42% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
| Poison Resistance | 16% |
| Blind Resistance | 46% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 335 damage for 3 turns. Its effects scale with your Magic 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 physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 482% 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. |
| 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 52 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Celestial / Circles | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | The target is surrounded by a magical shield, absorbing 379/379 damage before it crumbles. Damage Shield |
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 lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic 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 |
Escort the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest) | active |
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 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 Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * '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 green worm. 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 hummerhorn wing. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * '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.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 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 | The Black Boots (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun offense ------ Move Speed +12% defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
| Light source | Silowe the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Mindpower +5 (+3 eff.) defense ------ Resistance +12% temporal Life +82.00 Knockbk Resist +10% other ------- Psi when Hit +0.04 Max psi +10.00 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 | Arorialdathra (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: Stats +2 Dex +9 Mag +5 Wil defense ------ Defense +2 (+1 eff.) Crit Resistance 10.00% Spell save +8 (+2 eff.) Mind save +12 (+4 eff.) A pointy cloth hat, very wizardly... |
| Tool | elven-wood wand of lightning storm 'Sootnaught' [power 332] (15 cooldown)2.0 Encumbrance T4 wand charm [Rare] Arcane While equipped: offense ------ Damage +9% nature +6% darkness Ignore resists +10% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Resistance +12% nature +9% darkness Create a radius 3 storm for 5 turns. Each turn, creatures within take 66 lightning damage and will be dazed for 1 turn (332 total damage) Puts all charms on 15 turn cooldown 100% to heal for 38. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold ring 'Fogfist'0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Dex +4 Mag +4 Cun offense ------ Ignore resists +15% darkness Accuracy +10 (+5 eff.) When Hit 4 darkness defense ------ Resistance +3% nature Spell save +8 (+2 eff.) Blind Resist +24% other ------- Infravision +4 See Stealth +5 See Invisibility +8 Rings make your fingers look great! |
| On fingers | gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: defense ------ Resistance +8% nature +8% blight Poison Resist +16% Disease Resist +18% Stun Resist +30% Rings make your fingers look great! |
| Around waist | hardened leather belt 'Urylach'1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Dex +5 Wil +2 Cun offense ------ Physical Crit +4.0% Critical power +6.00% Physical Power +9 (+5 eff.) Ignore Armor +3 defense ------ Armor +8 Physical save +15 (+7 eff.) Spell save +20 (+6 eff.) Mind save +14 (+5 eff.) other ------- Size +1 A belt that goes around your waist. |
| In main hand | dragonbone starstaff 'Eilinyth' (136% power, 6 apr, light element)5.0 Encumbrance T5 staff 2H weapon [Rare] Master Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +2 Mag +1 Wil +2 Cun offense ------ Spell Crit +14% Critical power +15.00% Spellpower +15 (+5 eff.) Damage +30% light On-Hit (Melee): * 10% chance to reduce all saves and defense by 20 defense ------ Resistance +3% mind other ------- See Invisibility +15 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | dwarven-steel gauntlets 'Eclipserage' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 10 light Damage +12% darkness +6% light +9% arcane Ignore resists +25% darkness +25% arcane defense ------ Armor +2 Fatigue +3% Resistance +8% light 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. |
| Main armor | Unrurand (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Rare] Nature While equipped: Stats +2 Str +6 Con offense ------ Physical Crit +3.0% Damage +17% physical defense ------ Resistance +17% physical +13% all other ------- Stamina/turn +3.00 EQ when Hit +0.08 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Betutira the cashmere cloak (2 def, 4 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Resistance +1% physical +6% light +13% blight +25% nature +3% darkness Life Regen +4.00 Healmod +16% other ------- Max stamina +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | gold amulet 'Glanor'0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Lck offense ------ Accuracy +6 (+3 eff.) defense ------ Armor +4 Defense +5 (+2 eff.) Fatigue -5% Resistance +3% blight +3% acid Resist unseen 12% Life Regen +3.00 Healmod +10% Blind Resist +22% other ------- Infravision +5 Sight +2 See Invisibility +7 Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
Lelokath the stralite ring0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: offense ------ Physical Crit +4.0% Critical power +10.00% Physical Power +10 (+5 eff.) Damage +14% lightning Ignore resists +10% physical defense ------ Resistance +28% lightning +4% physical other ------- Stamina/turn +2.00 Rings make your fingers look great! |
Urakalthorath the voratun ring0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: offense ------ Physical Power +17 (+9 eff.) Spellpower +18 (+6 eff.) Mindpower +12 (+6 eff.) Damage +7% all Ignore resists +20% physical On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +4 Resistance +15% acid Unlife -40.00 life other ------- Max stamina +30.00 Rings make your fingers look great! |
steel ring of life0.1 Encumbrance T2 ring jewelry [Ego+] Nature While equipped: defense ------ Life +53.00 Life Regen +8.00 Healmod +10% Rings make your fingers look great! |
dwarven-steel greatsword of crippling (146% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego+] Master Weapon Damage 147% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +16.0% Massive two-handed swords. |
dwarven-steel greatsword of erosion (146% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego] Nature Weapon Damage 146% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +12 nature Massive two-handed swords. |
Sunoblivion4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-crit, radius 2 +16 fire While equipped: offense ------ Physical Crit +11.0% Accuracy +11 (+5 eff.) When Hit 10 fire defense ------ Resistance +6% lightning +6% fire Spell save +18 (+6 eff.) Teleport Resist +20% Longbows are used to shoot arrows at your foes. |
chilling iron mace of massacre (119% power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego] Arcane/Master Weapon Damage 120% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-hit +7 cold Blunt and deadly. |
elm starstaff 'Ce'Nebeth' (100% power, 2 apr, light element)5.0 Encumbrance T1 staff 2H weapon [Rare] Master Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +1 Cun +1 Wil offense ------ Spell Crit +7% Critical power +21.00% Spellpower +3 (+1 eff.) Damage +10% light defense ------ Resistance +6% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Hazeschism1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Cun +4 Wil offense ------ Damage +6% cold Against +19% Summoned defense ------ Fatigue -12% Resistance +3% cold +9% fire Resist Against +15% Summoned other ------- Encumbrance +55 A belt that goes around your waist. |
Gloomfame the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Damage +9% light +15% mind Ignore resists +10% darkness +15% mind defense ------ Defense +2 (+1 eff.) Resistance +6% mind Life +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lustrerain (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Rare] Nature While equipped: Stats +6 Str +2 Wil offense ------ Damage +16% fire +9% light +9% mind Ignore resists +25% light defense ------ Resistance +24% fire +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy cashmere robe of life (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Nature/Disrupt While equipped: offense ------ When Hit: * 5% chance to slow global speed by 46% * 3 arcane resource burn defense ------ Resistance +8% blight +11% all Life +40.00 Life Regen +2.70 Healmod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Elinne the iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spellpower +4 (+2 eff.) On-Hit 4 arcane Damage +4% arcane Ignore resists +5% blight defense ------ Armor +1 Fatigue +1% Resistance +1% physical +4% arcane +3% light Crit Resistance 5.00% Blind Resist +20% Confus Resist +20% 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. |
linen wizard hat 'Ivirita' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Damage +11% mind Ignore resists +20% mind defense ------ Defense +1 (+0 eff.) Resistance +11% mind +3% light Physical save +3 (+1 eff.) Life Regen +4.00 Healmod +5% Poison Resist +10% A pointy cloth hat, very wizardly... |
Essence of Bearness3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
5 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
116 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Boltzeal (dig speed 13 turns)3.0 Encumbrance T5 digger tool [Rare] Master While equipped: Stats +3 Str +2 Dex offense ------ Physical Power +20 (+10 eff.) Ignore resists +10% lightning Ignore Armor +2 When Hit 8 physical defense ------ Resistance +8% darkness +8% fire Physical save +18 (+9 eff.) While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Light of Revelation2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invisibility +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
survivor's brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +5 (+2 eff.) Life +40.00 Healmod +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. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 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 8 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. |
Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 9 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 142.85 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
evasive steel torque of psionic shield [power 45] (25 cooldown)2.0 Encumbrance T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 45 for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of psionic shield 'Flarestreak' [power 27] (25 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +4 Str +7 Wil +4 Con offense ------ Ignore resists +10% fire other ------- Infravision +2 Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Woebliss [power 16] (20 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +5% darkness defense ------ Armor +2 Resistance +3% acid +6% fire Healmod +20% Poison Resist +20% Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 turn cooldown Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
elven-wood wand of conjuration 'Muvor' [power 280] (15 cooldown)2.0 Encumbrance T4 wand charm [Random Unique] Arcane While equipped: offense ------ Ignore resists +20% arcane Ignore Shields +30% other ------- Vim-on-crit +2.00 Fire a magical bolt dealing 280 acid damage Puts all charms on 15 turn cooldown 100% to gain a 19% chance to evade weapon attacks for 2 turns. 100% to reduce fatigue by 48% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
15 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By Myria the Drem Anorithil level 22
6th Steel 123rd year of Ascendancy at 07:27 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Myria the Drem Anorithil level 10
3rd Profit 122nd year of Ascendancy at 09:16 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Myria the Drem Anorithil level 22
24th Steel 123rd year of Ascendancy at 07:37 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Myria the Drem Anorithil level 10
3rd Profit 122nd year of Ascendancy at 09:16 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Myria the Drem Anorithil level 20
23rd Loss 122nd year of Ascendancy at 13:25 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Myria the Drem Anorithil level 20
15th Shortage 122nd year of Ascendancy at 02:45 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Myria the Drem Anorithil level 21
5th Steel 123rd year of Ascendancy at 19:21 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Myria the Drem Anorithil level 6
19th Voratun 122nd year of Ascendancy at 01:40 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Myria the Drem Anorithil level 9
26th Voratun 122nd year of Ascendancy at 11:38 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Myria the Drem Anorithil level 17
8th Loss 122nd year of Ascendancy at 05:32 see stats
Log
Myria's light area effect hits Isluda the midge swarm for 36 light damage.
Myria casts Rune: Shatter Afflictions.
Myria is no longer pinned.
A shield forms around Myria.
Myria casts Sunburst.
Myria's spell attains critical power!
Isluda the midge swarm speeds up.
Myria hits Treant for 175 light damage.
Myria hits Isluda the midge swarm for 176 light damage.
Myria hits Giant green ant for 175 light damage.
Myria killed Giant green ant!
Myria killed Isluda the midge swarm!
Bleeding from Isluda the midge swarm hits Myria for (50 absorbed), 0 physical (0 total damage).
Bloodstar from Yveriata the treant hits Myria for (17 absorbed), 0 physical (0 total damage).
Myria's Corona hits Treant for 34 light damage.
Searing Light is still on cooldown for 4 turns.
Your shield crumbles under the damage!
The shield around Myria crumbles.
Talent Command Staff is ready to use.
Talent Teleport: Kroshkkur is ready to use.
Talent Twilight Surge is ready to use.
Bleeding from Isluda the midge swarm hits Myria for (37 absorbed), 13 physical (13 total damage).
Something receives 9 healing from Myria.
Bloodstar from Yveriata the treant hits Myria for 17 physical damage.
Something hits Myria for 160 fire damage.
Bleeding from Isluda the midge swarm hits Myria for 50 physical damage.
Myria the level 23 drem anorithil was skewered to death by Isluda the midge swarm on level 4 of Old Forest.
A shield forms around Myria.


































































































