











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:
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Combat Turn Separators 1.7.6Combat Turn Separators (non-intrusive)This addon provides a compact, non-intrusive display of combat turn information in the game log. It helps you follow fights by showing turn counts and recent turn activity. The display is intentionally lightweight and lives in the log area so it complements existing UI and other addons.
Notes
Contributions, bug reports, and improvements are welcome at https://github.com/cmtjk/tome-combat-turn-separators. Version history
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 | Female |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 16 / 82% |
| Size | big |
| Lifes / Deaths | Killed by Eilinyssra the wolf at level 16 on the 45th Dusk 122nd year of Ascendancy at 20:56 / 1 |
Primary Stats
| Strength | 41 (base 32) |
| Dexterity | 51 (base 43) |
| Constitution | 20 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 12 (base 12) |
Resources
| Life | -88/370 |
| Stamina | 18/170 |
| Healing Factor | 1.0870588855781 |
| Regeneration | 0.27176472139452 |
Speed
| Mental | +6.6613381477509E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 22.703251193202 |
| See Invisible | 22.703251193202 |
Offense: Mainhand
| Damage | 78 |
| Accuracy | 55 |
| Crit Chance | 4% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +4% |
| All | 0% |
Offense: Damage Penetration
| Physical | +19% |
| All | +9% |
Defense: Base
| Armour (hardiness) | 19 (63.914983985962%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 22 |
| Mental Save | 12 |
Defense: Resistances
| Lightning | + 18%( 70%) |
| Acid | + 16%( 70%) |
| Cold | + 12%( 70%) |
| Temporal | + 5%( 70%) |
| Mind | + 6%( 70%) |
| Physical | + 1%( 70%) |
| Fire | + 12%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
| Knockback Resistance | 23% |
| Confusion Resistance | 10% |
| Stun Resistance | 21% |
| Pinning Resistance | 22% |
| Poison Resistance | 10% |
| Blind Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 114 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 42 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 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. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Sniper | 1.30 |
| 3/5 |
| 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 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 3/5 |
| 5/5 |
| 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 |
You failed to protect the injured seer from death by bee swarm. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower 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: * You've found the needed honey tree root. * You've found the needed chunk of ghoul flesh. * You've found the needed black mamba head. Marus of Elvala needs your help making an elixir of mastery. 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.' * You've found the needed green worm. * '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 |
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 within2 lumberjacks have died. | done |
Equipment
| On feet | Gunolach the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats Wil +1 offense ------ Critical power +10.00% Physical Power +20 (+7 eff.) Spellpower +4 (+4 eff.) Accuracy +15 (+4 eff.) defense ------ Armor +3 Fatigue +2% Unlife -40.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Arcworth (16/16, 129% power, 5 apr)3.0 Encumbrance T1 arrow ammo [Rare] Master Weapon Damage 129% 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 16 On-ranged-hit +4 acid, +16 lightning On-crit, radius 2 +16 lightning Arrows are used with bows to pierce your foes to death. |
| Light source | watchleader's brass lantern2.0 Encumbrance T1 lite [Ego+] Master While equipped: defense ------ Blind Resist +22% Confus Resist +10% other ------- Light +7 See Stealth +7 See Invisibility +7 Track: Puts all charms on 40 turn cooldown Effective talent level: 5.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 8 turns. The radius will increase with your Cunning. 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 | Freezewinnow (5 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Con +2 offense ------ Physical Crit +2.0% Ignore resists +10% physical Accuracy +20 (+6 eff.) defense ------ Armor +3 Defense +5 (+2 eff.) Fatigue +5% Resistance +6% fire, +12% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | iron torque of psionic shield [power 25] (18/25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Chillswift the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats Con +1 offense ------ Physical Power +10 (+4 eff.) defense ------ Defense +15 (+5 eff.) Resistance +1% physical Spell save +11 (+6 eff.) other ------- Max stamina +10.00 Rings make your fingers look great! |
| On fingers | marksman's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats Dex +3 offense ------ Accuracy +6 (+2 eff.) defense ------ Life +21.00 Disarm Resist +20% Pinning Resist +22% Knockbk Resist +23% Rings make your fingers look great! |
| Around waist | grounding rough leather belt of the giants =LR6=1.0 Encumbrance T1 belt armor [Ego] Nature/Master While equipped: offense ------ Physical Power +3 (+1 eff.) defense ------ Resistance +6% lightning, +5% temporal Spell save +5 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
| In main hand | ranger's elm longbow of piercing4.0 Encumbrance T1 longbow 2H weapon [Ego+] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats Dex +2 offense ------ Ignore resists +9% all Accuracy +9 (+3 eff.) Ignore Armor +9 Longbows are used to shoot arrows at your foes. |
| On hands | sand rough leather gloves of dexterity (+3) (0 def, 7 armour)1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats Dex +3 offense ------ On-Hit 6 physical Damage +4% physical Accuracy +11 (+3 eff.) defense ------ Armor +7 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | rough leather armour 'Issodorand' (3 def, 4 armour)9.0 Encumbrance T1 light armor [Rare] Master While equipped: Stats Con +3 defense ------ Armor +4 Defense +3 (+1 eff.) Fatigue +6% Resistance +16% acid Mind save +3 (+3 eff.) Unlife -40.00 life A suit of armour made of leather. |
| Cloak | Eilinytta the linen cloak (1 def, 2 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Str +4, Con +2 defense ------ Armor +2 Defense +1 (+1 eff.) Resistance +6% mind, +6% fire Poison Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet of constitution (+2) =LR12=0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats Con +2 defense ------ Resistance +12% lightning Stun Resist +21% Amulets make your neck look great! |
Inventory
healing infusion of the sneak (heal 66; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 66 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 124; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 124 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 423%; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 423% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 607%; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 607% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 463%; cd 18)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 463% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 312; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 312 life over 5 turns. 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. |
regeneration infusion of the titan (heal 142; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 142 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the duelist (absorb 71; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 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 71 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 50; dur 3; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 50 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 60; dur 3; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 60 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 172; dur 5; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 172 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+4 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
warrior's copper amulet of mastery (0.11 Technique / Combat veteran)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +6% physical other ------- Stamina/turn +0.20 Masteries +0.11 Technique/Combat veteran Amulets make your neck look great! |
psionicist's copper ring of fire (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats Wil +3 offense ------ Damage +10% fire defense ------ Resistance +20% fire Mind save +6 (+6 eff.) Rings make your fingers look great! |
wizard's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats Mag +4 defense ------ Spell save +8 (+4 eff.) Life +20.00 Disarm Resist +21% Pinning Resist +20% Knockbk Resist +26% Rings make your fingers look great! |
Frostspawner4.0 Encumbrance T2 longbow 2H weapon [Rare] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +20 item manaburn arcane On-crit, radius 2 +16 cold On Hit: * 20 arcane resource burn While equipped: Stats Str +3 offense ------ Physical Power +11 (+4 eff.) Damage +12% cold On-Hit (Ranged): * 20 arcane resource burn defense ------ Spell save +3 (+2 eff.) Longbows are used to shoot arrows at your foes. |
elm longbow 'Dourcast'4.0 Encumbrance T1 longbow 2H weapon [Rare] Nature Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-ranged-hit +10 item darkness numbing On-Hit, radius 1 +4 acid On Hit: * 10% chance to reduce damage dealt by 10% While equipped: Stats Str +8, Dex +6, Mag +6, Wil +6 Cun +6, Con +5 offense ------ Ignore resists +20% darkness defense ------ Resistance +3% darkness Mind save +9 (+8 eff.) other ------- Hate-on-crit +1.00 Longbows are used to shoot arrows at your foes. |
Olihell the Blackripper =LR5=1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% mind Ignore resists +10% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 11 defense ------ Resistance +5% lightning, +6% temporal +3% darkness other ------- EQ when Hit +0.12 A belt that goes around your waist. |
rough leather belt1.0 Encumbrance T1 belt armor [Normal] A belt that goes around your waist. |
Mayumira the Obsidiankill (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Physical Crit +1.0% Ignore resists +5% darkness Accuracy +5 (+2 eff.) defense ------ Defense +1 (+1 eff.) Resistance +3% fire, +3% light +9% nature Life +31.00 Blind Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Erelukalthontir' (8 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Wil +3, Mag +1 offense ------ Damage +9% blight Ignore Shields +10% defense ------ Defense +8 (+3 eff.) Physical save +7 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shimmering linen robe of lightning (+15%) (0 def, 0 armour) =LR15=2.0 Encumbrance T1 cloth armor [Ego] Arcane/Nature While equipped: offense ------ Damage +11% arcane, +10% lightning defense ------ Resistance +15% lightning, +7% all other ------- Max mana +17.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Flashspitter (0 def, 3 armour) =LR15=3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Physical Power +4 (+2 eff.) Ignore Armor +4 defense ------ Armor +3 Fatigue +2% Resistance +15% lightning, +5% arcane +9% nature, +6% acid Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Kilnstoker' (0 def, 1 armour) =LR6=2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +3% darkness, +6% fire Ignore resists +5% mind, +15% fire defense ------ Armor +1 Resistance +6% lightning, +6% temporal +6% fire A pair of boots made of leather. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 other ------- Stamina/turn +0.30 Max stamina +10.00 A pair of boots made of leather. |
scholar's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Spellpower +4 (+4 eff.) defense ------ Armor +1 other ------- Stamina/turn +0.40 Max stamina +10.00 A pair of boots made of leather. |
Thundergash the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats Str +4, Dex +4, Cun +4, Con +1 offense ------ Damage +18% lightning defense ------ Armor +2 Fatigue +3% Resistance +6% lightning Physical save +8 (+4 eff.) other ------- See Invisibility +6 Cooldown Double Strike -1 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. |
dwarven-steel gauntlets 'Brandshear' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats Str +1, Con +3 offense ------ On-Hit 8 acid Damage +6% acid Ignore resists +15% fire, +15% physical defense ------ Armor +2 Fatigue +3% Resistance +6% acid, +9% fire +2% physical Unlife -20.00 life 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. |
storm rough leather gloves (0 def, 1 armour) =LR6=1.0 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 6 lightning Damage +4% lightning defense ------ Armor +1 Resistance +6% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Getirodur (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Con +2 defense ------ Armor +1 Fatigue +1% Life Regen +4.00 Healmod +5% Cut Resist +20% A cap made of leather. |
Kilnspike the linen wizard hat (1 def, 0 armour) =LR16=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% lightning, +3% acid When Hit 8 fire defense ------ Defense +1 (+1 eff.) Resistance +16% lightning, +3% nature +3% darkness A pointy cloth hat, very wizardly... |
insulating linen wizard hat of lightning (+16%) (1 def, 0 armour) =LR16=2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +11% lightning defense ------ Defense +1 (+1 eff.) Resistance +16% lightning, +5% fire +7% cold A pointy cloth hat, very wizardly... |
iron helm 'Unrydor' (0 def, 5 armour) =LR6=3.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +5 Fatigue +5% Resistance +6% lightning, +6% temporal +6% darkness Life +40.00 Cut Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of strength (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats Str +3 defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Blazewill' (0 def, 1 armour) =WB=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +3% light, +3% cold Ignore resists +10% nature On-Hit (Melee): * 10% chance to slow global speed by 36% defense ------ Armor +1 Fatigue +1% Resistance +6% light, +5% cold other ------- Light +3 Breathe water A cap made of leather. |
barbed quiver of elm arrows of accuracy (15/15, 126% power, 5 apr)3.0 Encumbrance T1 arrow ammo [Ego+] Master Weapon Damage 127% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +12 Ignore Armor +5 Critical Rate +9.0% Capacity 15 On Critical: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows 'Ivywyn' (19/19, 108% power, 5 apr)3.0 Encumbrance T1 arrow ammo [Rare] Arcane Weapon Damage 108% 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 19 Auto Reload 4 On-ranged-hit +20 item temporal energize On-Hit, radius 1 +12 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) Arrows are used with bows to pierce your foes to death. |
8 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. |
64 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. |
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. |
opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats Str +2 defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Deleromitir2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats Str +1 offense ------ Damage +9% physical defense ------ Armor +8 Resistance +3% mind 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. |
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. |
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. |
iron torque of clear mind [power 1] (18/25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
soothing ash totem of healing [power 200] (18/15 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 200 Puts all charms on 15 turn cooldown 100% to heal for 39. Natural totems are made by powerful wilders to store nature power. |
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. |
Getydudor the ash wand of lightning storm [power 182] (18/15 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: Stats Dex +4 offense ------ Damage +3% temporal Ignore resists +10% physical, +15% temporal Create a radius 3 storm for 5 turns. Each turn, creatures within take 36 lightning damage and will be dazed for 1 turn (182 total damage) Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. 100% to gain a 13% chance to evade weapon attacks for 2 turns. 100% to reduce fatigue by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful elm wand of shielding [power 116] (18/20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
10 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. |
12 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. |
8 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 The ARCHERESS the Cornac Archer level 13
13rd Dusk 122nd year of Ascendancy at 22:24 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By The ARCHERESS the Cornac Archer level 10
7th Mirth 122nd year of Ascendancy at 00:34 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By The ARCHERESS the Cornac Archer level 12
4th Dusk 122nd year of Ascendancy at 12:03 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By The ARCHERESS the Cornac Archer level 11
2nd Summertide 122nd year of Ascendancy at 04:00 see stats
Log
Eilinyssra the wolf uses Implant: Steam Generator.
The ARCHERESS is no longer evading attacks.
Talent Steady Shot is ready to use.
Talent Concealment is ready to use.
Bleeding from Eilinyssra the wolf hits The ARCHERESS for (25 flat reduction), (29 absorbed), 0 physical (0 total damage).
Bleeding from The ARCHERESS hits Eilinyssra the wolf for 34 physical damage.
---------- Turn 12 ----------
The ARCHERESS shoots!
Eilinyssra the wolf misses The ARCHERESS.
Eilinyssra the wolf misses The ARCHERESS.
The ARCHERESS's Shoot hits Eilinyssra the wolf for 92 physical, 3 acid, 12 lightning (107 total damage).
Your shield crumbles under the damage!
The shield around The ARCHERESS crumbles.
The ARCHERESS slows down.
The ARCHERESS stops regenerating health quickly.
Bleeding from Eilinyssra the wolf hits The ARCHERESS for (25 flat reduction), (26 absorbed), 3 physical (3 total damage).
Bleeding from The ARCHERESS hits Eilinyssra the wolf for 27 physical damage.
---------- Turn 13 ----------
Bleeding from Eilinyssra the wolf hits The ARCHERESS for (25 flat reduction), 29 physical (29 total damage).
Bleeding from The ARCHERESS hits Eilinyssra the wolf for 0 physical damage.
Eilinyssra the wolf misses The ARCHERESS.
Eilinyssra the wolf misses The ARCHERESS.
---------- Turn 14 ----------
Eilinyssra the wolf's saw motors are back to normal.
Talent Pin Down is ready to use.
Talent Steady Shot is ready to use.
Bleeding from Eilinyssra the wolf hits The ARCHERESS for 54 physical damage.
Bleeding from The ARCHERESS hits Eilinyssra the wolf for 34 physical damage.
The ARCHERESS the level 16 cornac archer was skewered to death by Eilinyssra the wolf on level 3 of Old Forest.
---------- Turn 15 ----------
























































































