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| 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Annihilator |
| Level / Exp | 24 / 6% |
| Size | medium |
| Lifes / Deaths | Killed by Polekira the whitehoof invoker at level 24 on the 67th Haze 122nd year of Ascendancy at 00:19 / 1 |
Primary Stats
| Strength | 4.4130325455017 (base 14) |
| Dexterity | 65 (base 54) |
| Constitution | 29 (base 10) |
| Magic | 11 (base 10) |
| Willpower | 36 (base 10) |
| Cunning | 80 (base 46) |
Resources
| Life | -10/517 |
| Steam | 104/130 |
| Healing Factor | 0.65246873834681 |
| Regeneration | 2.7729921379739 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| See Stealth | 9 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 53 |
| Crit Chance | 31% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +32% |
| Acid | +14% |
| Mind | +27% |
| Cold | +11% |
| Blight | +15% |
| Arcane | +9% |
| Fire | +17% |
| All | +6% |
Offense: Damage Penetration
| Physical | +20% |
| Arcane | +5% |
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 25.081313952559 (65%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 11 |
| Physical Save | 38 |
| Spell Save | 12 |
| Mental Save | -2 |
Defense: Resistances
| Acid | + 40%( 70%) |
| Physical | + 43%( 70%) |
| Cold | + 53%( 70%) |
| All | + 23%( 70%) |
| Lightning | + 37%( 70%) |
| Light | + 28%( 70%) |
| Temporal | + 28%( 70%) |
| Fire | + 48%( 70%) |
| Mind | -7%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Confusion Resistance | 8% |
| Teleport Resistance | 20% |
| Pinning Resistance | 10% |
| Instadeath Resistance | 100% |
| Silence Resistance | 25% |
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 447% 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 Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 150% efficiency and cooldown mod of 56%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.6 steam per turn. Can be activated for an instant burst of 38 steam. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.9 steam per turn. Can be activated for an instant burst of 44 steam. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Mecharachnid | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Turrets | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Effects
| talent | Rocket Pod |
| talent | Exoskeleton |
| talent | Chemical Grenade |
| talent | Chant of Fortress |
| talent | Shockstaff |
| beneficial effect | Has 4 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 4 Ammo |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is starting to get mad (10 stacks), reducing mind damage resistance by 60%, mental save by 50, confusion resistance by 40%, generating 5.0 insanity per turn. Lost in a weird place |
| detrimental effect | The target is hexed, granting it 39% chance each turn to be dazed for 3 turns. Pacification Hex |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 40% and triggers a radius 8 conal explosion dealing 28% steamgun damage. 3 stacks remaining. Reactive Armor |
| beneficial effect | The target is surrounded by a static shield, increasing all resistances by 10% and causing attacks against them to trigger a shield attack for 71% damage as lightning. Static Shield |
| detrimental effect | Huge cut that bleeds, doing 15.83 physical damage per turn. Bleeding |
| detrimental effect | The target is infected by a disease, reducing its strength by 19 and doing 65.73 blight damage per turn. Weakness Disease |
| detrimental effect | The target's armour and saves are broken, reducing them by 16. Sunder Armour |
| detrimental effect | Huge cut that bleeds, doing 43.60 physical damage per turn and decreasing all heals received by 50%. Deep Wound |
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 failed to protect the lost sun paladin from death by snow giant thunderer. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the temporal explorer from death by snow giant thunderer. Escort: temporal explorer (level 2 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Foresight (+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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 mastery. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * '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.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed bear paw. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 |
Equipment
| On feet | undeterred pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: ----- def ----- Armour +4 Fatigue +3% Silence- +25% Confus- +25% Stun/Frz- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | arcing pouch of dwarven-steel shots of annihilation (22/22, 36-43 power, 7 apr)3.0 T3 shot ammo [Ego+] Arcane/Master Power 36.0 - 43.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +7 Crit +8.0% Capacity 22 Proj.spd +200% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 29 damage Shots are used with slings to pummel your foes to death. |
| Light source | Aeroharalathalar1.0 T3 lite [Rare] Master While equipped: dps ---------- Spell.crit +4% Dmg.mod +9% blight Res.pen +5% arcane Melee Ret 8 arcane ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour) 3.0 T2 head armor Reqs Heavy armour training Str 16 [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +4 Cun +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+10 eff.) Mind.save +18 (+18 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Flamewrought (0 def, 2 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire ---------- misc Talents +3 Spring Grapple Unarmed combat: Power 6.0 - 6.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 62.82 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | Flamefear [power 1] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Mag +4 Cun +2 Con dps ---------- Dmg.mod +3% mind Res.pen +5% fire Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
| On fingers | warrior's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Str ----- def ----- Armour +7 Mind.save +6 (+6 eff.) Confus- +23% Rings make your fingers look great! |
| On fingers | Deludunalach0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Cun +6 Dex dps ---------- Phys.crit +2.0% Res.pen +15% physical Acc +6 (+2 eff.) ----- def ----- Armour +7 ---------- misc Max.stam +10.00 Rings make your fingers look great! |
| Around neck | Xurialaith0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% arcane +9% physical ----- def ----- Resists +22% cold +12% fire +6% light +6% temporal Teleport- +20% Amulets make your neck look great! |
| In main hand | fungal dwarven-steel steamgun of enduring 4.0 T3 steamgun 1H weapon [Ego+] Nature/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Hit.r1 +14 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +8 Wil +9 Con ----- def ----- Max.HP +23.00 ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 66 life over 5 turns Puts all charms on 20 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Rope Belt of the Thaloren 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+5 eff.) ----- def ----- Fatigue -12% ---------- misc Max.enc +30 Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In off hand | corrosive steel shield of physical resistance (+10%) (0 def, 5 armour, 15-18 power, 41 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 15.0 - 18.0 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +41 Melee+ +11 acid While equipped: Stats +3 Con dps ---------- On Melee Ret: * 11% chance to reduce armor by 22% ----- def ----- Armour +5 Fatigue +8% Resists +10% acid +10% physical ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Barin (1 def, 4 armour) 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +5% physical ----- def ----- Armour +4 Defense +1 (+1 eff.) Resists +18% lightning +6% cold +3% mind Phys.save +9 (+3 eff.) Max.HP +33.00 HP.reg +4.00 Stun/Frz- +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Gludhetha the woollen robe (0 def, 2 armour) 2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +8% acid +7% physical +5% cold +6% fire +18% mind +6% all ----- def ----- Armour +2 Hardiness +20% Fatigue +4% Resists +12% acid +12% physical +11% fire +11% cold +18% mind +9% all Pinning- +10% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
2 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
gifted thorny mindstar (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+4 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
ancient woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +9% physical +5% temporal Res.pen +6% physical +5% temporal ----- def ----- Resists +5% blight +9% all Anom.red +8 Max.HP +40.00 HP.reg +1.60 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
troll-hide cured leather armour of the deep (6 def, 5 armour)9.0 T2 light armor Reqs Str 14 [Ego++] Nature While equipped: ----- def ----- Armour +5 Defense +6 (+3 eff.) Fatigue +7% Resists +5% acid +7% cold Max.HP +30.00 HP.reg +3.00 Heal.mod +10% ---------- misc Breathe water A suit of armour made of leather. |
Coalwish (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Cun dps ---------- Crit.mult +15.00% Mind.pwr +10 (+4 eff.) Dmg.mod +3% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 23% ----- def ----- Armour +4 Fatigue +3% Resists +6% lightning +8% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
9 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. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
8 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. |
10 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. |
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. |
3 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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
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. |
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. |
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. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
52 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. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 145] simple healing salve [power 145]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 145 Puts Talent Medical Injector on 15 cooldown Medical salve. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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. |
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. |
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. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
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. |
Achievements
A View From The Gallery (Nightmare (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Galega the Cornac Annihilator level 22
56th Haze 122nd year of Ascendancy at 00:13 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Galega the Cornac Annihilator level 20
51st Haze 122nd year of Ascendancy at 11:48 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Galega the Cornac Annihilator level 16
27th Haze 122nd year of Ascendancy at 12:56 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Galega the Cornac Annihilator level 21
53rd Haze 122nd year of Ascendancy at 06:25 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Galega the Cornac Annihilator level 23
66th Haze 122nd year of Ascendancy at 12:48 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Galega the Cornac Annihilator level 10
2nd Flare 122nd year of Ascendancy at 12:00 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Galega the Cornac Annihilator level 20
50th Haze 122nd year of Ascendancy at 20:11 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Galega the Cornac Annihilator level 9
8th Mirth 122nd year of Ascendancy at 18:21 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Galega the Cornac Annihilator level 12
8th Flare 122nd year of Ascendancy at 22:01 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Galega the Cornac Annihilator level 16
37th Haze 122nd year of Ascendancy at 01:48 see stats
You were not supposed to see that! (Nightmare (Roguelike) difficulty)
Read a Forbidden Tome.By Galega the Cornac Annihilator level 23
66th Haze 122nd year of Ascendancy at 06:13 see stats
Log
Galega's Rocket Pod hits Polekira the whitehoof invoker for (9 flat reduction), 36 fire, (9 flat reduction), 24 fire (60 total damage).
Whitehoof ghoul casts Rune: Blink.
Whitehoof ghoul is out of phase.
Galega's Rocket Pod performs a ranged critical strike against Whitehoof ghoul!
Galega's Rocket Pod hits Whitehoof ghoul for (15 flat reduction), 46 fire (46 total damage).
Whitehoof hailstorm casts Rune: Blink.
Whitehoof hailstorm is out of phase.
Galega slows down.
Bleeding from Polomira the broken golem hits Galega for (4 exoskeleton), 4 physical (4 total damage).
Bleeding from Polomira the broken golem hits Guardian turret for (2 shared) damage.
Deep Wound from Polomira the broken golem hits Galega for (10 exoskeleton), 11 physical (11 total damage).
Deep Wound from Polomira the broken golem hits Guardian turret for (5 shared) damage.
Static Shield from Galega hits Polomira the broken golem for 2 lightning, 22 acid (23 total damage).
Deep Wound from Polomira the broken golem killed Guardian turret!
Burning Phosphorous from Galega hits Polomira the broken golem for 27 fire damage.
Burning Phosphorous from Galega hits Whitehoof ghoul for (15 flat reduction), 7 fire (7 total damage).
Burning Phosphorous from Galega hits Polekira the whitehoof invoker for (15 flat reduction), 7 fire (7 total damage).
Whitehoof ghoul is pinned to the ground.
Polekira the whitehoof invoker panics and flees from Galega!
Polekira the whitehoof invoker casts Dark Portal.
Galega is afflicted by a weakness disease!
Polekira the whitehoof invoker's spell attains critical power!
Whitehoof hailstorm is afflicted by a weakness disease!
Galega is dazed!
Galega is not dazed anymore.
Static Shield from Galega performs a melee critical strike against Polomira the broken golem!
























































































