









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 17 / 89% |
| Size | medium |
| Lifes / Deaths | Killed by Wrathroot at level 17 on the 47th Dusk 122nd year of Ascendancy at 13:47 / 1 |
Primary Stats
| Strength | 47 (base 34) |
| Dexterity | 65 (base 44) |
| Constitution | 13 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 12 (base 12) |
Resources
| Life | -132/360 |
| Stamina | 79/185 |
| Healing Factor | 1.0283363011315 |
| Regeneration | 2.3137566775459 |
Speed
| Mental | +8.8817841970013E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 77 |
| Accuracy | 57 |
| Crit Chance | 8% |
| APR | 15 |
| Speed | 0.95 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +5% |
| Lightning | +11% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Fire | +10% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 5 (69.687909656376%) |
| Defense | 61 |
| Ranged Defense | 61 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 9 |
| Mental Save | 24 |
Defense: Resistances
| Nature | + 10%( 70%) |
| Acid | + 10%( 70%) |
| Darkness | + 13%( 70%) |
| Cold | + 16%( 70%) |
| Mind | + 13%( 70%) |
| Lightning | + 27%( 70%) |
| Fire | + 13%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 30% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 102 damage for 3 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 87 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
| Technique / Archery prowess | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 4/5 |
| 4/5 |
| 3/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed snow giant kidney. * You've found the needed xorn fragment. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed warg claw. * '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 wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * '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.' | 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 | Porith the pair of iron boots (5 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Crit +1.0% Damage +9% mind Ignore Armor +5 defense ------ Armor +3 Defense +5 (+2 eff.) Fatigue +2% other ------- Stamina/turn +0.40 Max stamina +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | arcing quiver of ash arrows (20/20, 125% power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego] Arcane Weapon Damage 126% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 20 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Arrows are used with bows to pierce your foes to death. |
| Light source | bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- Light +5 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 | Dourbrawn (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats Wil +1 offense ------ Ignore resists +5% darkness On-Hit (Melee): * 20% chance to reduce all saves and defense by 15 defense ------ Defense +1 (+1 eff.) Resistance +6% mind, +6% fire +6% darkness, +7% cold A pointy cloth hat, very wizardly... |
| Tool | soothing elm wand of shielding [power 110] (17/20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to heal for 35. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | marksman's copper ring of lightning (+22%) =LR22=0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats Dex +3 offense ------ Damage +11% lightning Accuracy +6 (+1 eff.) defense ------ Resistance +22% lightning Rings make your fingers look great! |
| On fingers | marksman's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats Dex +3 offense ------ Accuracy +6 (+1 eff.) defense ------ Mind save +6 (+3 eff.) Confus Resist +20% Rings make your fingers look great! |
| Around waist | rough leather belt 'Betuba'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats Str +6 offense ------ Critical power +5.00% Ignore Armor +3 defense ------ Defense +10 (+3 eff.) Life +34.00 A belt that goes around your waist. |
| In main hand | Surefire4.0 Encumbrance T1 longbow 2H weapon [Unique] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 105% Range +9 While equipped: Stats Dex +3 offense ------ Physical Crit +5.0% Damage +5% physical Accuracy +12 (+3 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
| On hands | restful dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats Dex +2 offense ------ Accuracy +10 (+2 eff.) defense ------ Armor +2 Fatigue +3% Life Regen +2.00 other ------- Stamina/turn +0.50 Max stamina +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Mankini (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] While equipped: defense ------ Resistance +7% all You have never taken it off. Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
| Cloak | linen cloak 'Zanokor' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats Str +2, Wil +3, Con +3 defense ------ Defense +1 (+1 eff.) Resistance +3% acid Mind save +6 (+3 eff.) other ------- Infravision +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Poramina the Cinderfear0.1 Encumbrance T1 amulet jewelry [Rare] Psionic While equipped: Stats Wil +2 offense ------ Mindpower +6 (+3 eff.) Ignore resists +10% fire defense ------ Defense +25 (+7 eff.) Resistance +3% nature, +3% cold Crit Resistance 5.00% Mind save +7 (+3 eff.) Confus Resist +10% Amulets make your neck look great! |
Inventory
movement infusion of the duelist (speed 595%; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 595% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
clarifying copper amulet of mastery (0.13 Technique / Archery prowess)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +11% mind Confus Resist +20% other ------- Masteries +0.13 Technique/Archery prowess Amulets make your neck look great! |
grounding steel amulet of dexterity (+2) =LR10=0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats Dex +2 defense ------ Resistance +10% lightning Stun Resist +25% Amulets make your neck look great! |
savior's copper amulet0.1 Encumbrance T1 amulet jewelry [Ego+] Master While equipped: defense ------ Physical save +12 (+6 eff.) Spell save +10 (+10 eff.) Mind save +10 (+5 eff.) Amulets make your neck look great! |
Glarequick the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats Cun +3 offense ------ Damage +3% light, +3% temporal defense ------ Defense +6 (+2 eff.) Resistance +3% light, +6% temporal other ------- Light +3 Rings make your fingers look great! |
Polosetta0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats Dex +3 offense ------ Damage +11% blight Ignore resists +10% blight On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 6 defense ------ Resistance +11% blight other ------- Mana/turn +0.04 Rings make your fingers look great! |
flaming steel dagger of vileness (102% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane Weapon Damage 102% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 blight +8 item blight disease On-Hit, radius 1 +7 fire On Hit: * 8% chance to reduce strength, dexterity, and constitution by 6 Sharp, short and deadly. |
ash longbow 'Flashimmortal'4.0 Encumbrance T2 longbow 2H weapon [Rare] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-Hit, radius 1 +4 mind On-crit, radius 2 +8 lightning While equipped: offense ------ Physical Crit +2.0% Damage +12% lightning Ignore resists +15% lightning Accuracy +11 (+3 eff.) other ------- Reload +4 Longbows are used to shoot arrows at your foes. |
elm longbow of dampening =LR11=4.0 Encumbrance T1 longbow 2H weapon [Ego] Disrupt Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 While equipped: defense ------ Resistance +12% acid, +11% lightning +11% cold, +11% fire, +5% all Spell save +9 (+9 eff.) Longbows are used to shoot arrows at your foes. |
iron longsword of vileness (101% power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego] Arcane Weapon Damage 101% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +7 blight +6 item blight disease On Hit: * 6% chance to reduce strength, dexterity, and constitution by 6 Sharp, long, and deadly. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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. |
Ragolin the Duskbore (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats Cun +3 offense ------ Damage +6% darkness When Hit 2 darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 13% defense ------ Defense +1 (+1 eff.) Life +32.00 other ------- Max psi +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Gleamscar' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Cun +2, Dex +2 offense ------ Damage +15% light When Hit 2 mind defense ------ Defense +1 (+1 eff.) Resistance +3% light other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lightningpower (0 def, 1 armour) =LR3=2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Str +1, Cun +2, Con +5 offense ------ Damage +12% lightning defense ------ Armor +1 Resistance +3% lightning, +3% nature Physical save +12 (+6 eff.) Mind save +11 (+5 eff.) A pair of boots made of leather. |
Mivon the Sparkbore (0 def, 7 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Wil +2 offense ------ Ignore resists +20% lightning defense ------ Armor +7 Physical save +3 (+2 eff.) other ------- Stamina/turn +2.00 Infravision +1 A pair of boots made of leather. |
pair of iron boots 'Arylena' (0 def, 3 armour) =Stun 22=3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats Cun +1 offense ------ Spellpower +25 (+17 eff.) Spellpower/crit +6 Damage +6% arcane Ignore Shields +10% defense ------ Armor +3 Fatigue +2% Spell save +3 (+3 eff.) Silence Resist +23% Confus Resist +21% Stun Resist +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Adomivea the Duathelblood (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats Str +1, Dex +3, Wil +4 offense ------ On-Hit (Melee): * 10% chance to reduce damage dealt by 13% * 20% chance to reduce all saves and defense by 15 defense ------ Armor +2 Fatigue +3% Life Regen +4.00 other ------- Stamina/turn +0.60 Max stamina +19.00 Infravision +2 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. |
Arthegahir (0 def, 4 armour)1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats Dex +1 offense ------ Ignore Armor +2 defense ------ Armor +4 Fatigue +3% Resistance +12% blight, +9% temporal Life Regen +4.00 other ------- Stamina/turn +1.00 Max stamina +21.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Cloud Caller (0 def, 0 armour) =LR10=2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning, +10% cold defense ------ Resistance +10% lightning, +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 26.21 to 78.62 lightning damage (52.42 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
iron helm 'Noonminister' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats Str +4, Dex +1 offense ------ Damage +3% nature defense ------ Armor +3 Fatigue +5% Resistance +17% light, +10% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing steel plate armour (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training [Ego] Disrupt While equipped: defense ------ Armor +9 Fatigue +22% Resistance +11% nature, +11% blight A suit of armour made of metal plates. |
Glacierworth the quiver of elm arrows (47/47, 107% power, 5 apr)3.0 Encumbrance T1 arrow ammo [Rare] Master Weapon Damage 107% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 47 On-ranged-hit +12 cold On-Hit, radius 1 +8 darkness, +16 cold On-crit, radius 2 +8 darkness While equipped: other ------- Reload +3 Arrows are used with bows to pierce your foes to death. |
4 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
201 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. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Festeronslaught the iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats Str +1 offense ------ Damage +9% nature defense ------ Resistance +6% acid, +3% cold, +5% arcane other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
10 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats Wil +5 offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 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 6 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. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats Lck +5 defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +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 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
2 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. |
8 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. |
10 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. |
11 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
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By ARCHER the Cornac Archer level 13
15th Dusk 122nd year of Ascendancy at 04:06 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By ARCHER the Cornac Archer level 10
8th Mirth 122nd year of Ascendancy at 10:39 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By ARCHER the Cornac Archer level 17
47th Dusk 122nd year of Ascendancy at 09:13 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By ARCHER the Cornac Archer level 13
10th Flare 122nd year of Ascendancy at 13:16 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By ARCHER the Cornac Archer level 15
34th Dusk 122nd year of Ascendancy at 00:00 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By ARCHER the Cornac Archer level 17
45th Dusk 122nd year of Ascendancy at 17:50 see stats
Log
ARCHER resists!
Wrathroot's ice storm area effect hits ARCHER for (11 to ice), 17 cold (17 total damage).
Wrathroot uses Stun.
ARCHER resists the stunning blow!
Wrathroot hits ARCHER for (12 to ice), 19 physical, (4 to ice), 7 physical (25 total damage).
ARCHER activates his soothing elm wand of shielding!
A shield forms around ARCHER.
Wrathroot's Beyond the Flesh hits ARCHER for (58 absorbed), 0 physical, (9 absorbed), 0 mind, (11 absorbed), 0 physical (0 total damage).
Wrathroot's ice storm area effect hits ARCHER for (28 absorbed), 0 cold (0 total damage).
ARCHER is free from the ice.
Wrathroot uses Kinetic Leech.
ARCHER slows down.
Your shield crumbles under the damage!
The shield around ARCHER crumbles.
Wrathroot's ice storm area effect hits ARCHER for (4 absorbed), 25 cold (25 total damage).
Wrathroot casts Freeze.
Wrathroot's spell attains critical power!
ARCHER reacts to damage from Wrathroot, mitigating the blow!.
ARCHER is encased in ice!
Wrathroot hits ARCHER for (53 reacted , -4 stam), 151 cold (151 total damage).
ARCHER hits Iceblock for 46 physical damage.
ARCHER resists!
Wrathroot's ice storm area effect hits ARCHER for (11 to ice), 17 cold (17 total damage).
Talent Rune: Shielding is ready to use.
Talent Disengage is ready to use.
Wrathroot's Beyond the Flesh hits ARCHER for (31 to ice), 46 physical (46 total damage).
ARCHER the level 17 cornac archer was splattered to death by Wrathroot and digested by treants on level 4 of Old Forest.






















































































