











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0Ashes 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Reformat Item Description 1.7.6Reformat Item Description (non-intrusive)This extension reformats item description text so the keys in Unlike some similar addons, this one is non-intrusive and does not modify the original description code. Hold the Alt key while hovering over an item to view the original, unformatted description.
Notes
Contributions, bug reports, and improvements are welcome: GitHub repository Version history
1.0.2 1.0.1 1.0.0 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: 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 | Thalore |
| Class | Archer |
| Level / Exp | 21 / 83% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 28 (base 16) |
| Dexterity | 61 (base 50) |
| Constitution | 18 (base 10) |
| Magic | 33 (base 21) |
| Willpower | 20 (base 10) |
| Cunning | 40 (base 28) |
Resources
| Life | 675/675 |
| Stamina | 145/145 |
| Healing Factor | 1.4811363549266 |
| Regeneration | 13.848624918564 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +35% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 12 |
| Infravision | 8 |
| See Stealth | 38.359939435378 |
| See Invisible | 50.359939435378 |
Offense: Mainhand
| Damage | 70 |
| Accuracy | 52 |
| Crit Chance | 14% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +26% |
| Light | +3% |
| Temporal | +9% |
| Nature | +8% |
| Physical | +20% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +30% |
| Temporal | +20% |
| Physical | +14% |
| Mind | +20% |
| Fire | +25% |
Defense: Base
| Armour (hardiness) | 9 (69.687909656376%) |
| Defense | 55 |
| Ranged Defense | 55 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 18 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 43%( 70%) |
| Physical | + 18%( 70%) |
| Mind | + 18%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 10%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 13%( 70%) |
| Lightning | + 21%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 29% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Dexterity stat. |
| 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 249 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 4/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Concealment |
| talent | Intuitive Shots |
| talent | Trained Reactions |
| beneficial effect | The target is concealed, increasing sight and attack range by 3 and chance to avoid damage by 51%. Concealment |
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 injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Cunning 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed bear paw. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * '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.' * You've found the needed sandworm tooth. | 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Isluvea the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Mind Crit +3% Mindpower +15 (+6 eff.) Ignore resists +10% mind defense ------ Armor +1 Resistance +6% lightning +6% temporal Life +40.00 other ------- Psi when Hit +0.12 A pair of boots made of leather. |
| Quiver | Hornet Stingers (20/20, 117% power, 10 apr)3.0 Encumbrance T2 arrow ammo [Unique] Nature Weapon Damage 117% 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 +10 Critical Rate +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
| Light source | Tempestbraid1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +1 Str +2 Mag +3 Cun +3 Con offense ------ Ignore resists +15% lightning +10% fire defense ------ Blind Resist +29% Confus Resist +20% other ------- Light +11 See Stealth +8 See Invisibility +8 Track: Puts all charms on 34 turn cooldown Effective talent level: 3.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Splendourfurnace (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +14% acid +3% light Ignore resists +10% mind When Hit 2 light defense ------ Defense +2 (+0 eff.) Resistance +21% acid +12% light other ------- Light +3 A pointy cloth hat, very wizardly... |
| Tool | dwarven-steel pickaxe 'Brandwolf' (dig speed 25 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Dex offense ------ Physical Power +6 (+2 eff.) Move Speed +10% Damage +12% acid +6% fire Ignore resists +15% fire When Hit 4 acid defense ------ Resistance +18% acid While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | sneakthief's gold ring of the mountain (+12%)0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Cun +5 Dex offense ------ Damage +12% physical Accuracy +7 (+2 eff.) defense ------ Resistance +12% physical Rings make your fingers look great! |
| On fingers | Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around waist | hardened leather belt 'Strikebane'1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: Stats +2 Mag +5 Wil offense ------ Ignore resists +15% lightning defense ------ Resistance +3% darkness Crit Resistance 5.00% Mind save +8 (+4 eff.) Life +57.00 other ------- See Invisibility +12 A belt that goes around your waist. |
| In main hand | Galewend the ash longbow4.0 Encumbrance T2 longbow 2H weapon [Rare] Arcane Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Attack Speed 100% Range +7 Projectile Speed +200% While equipped: Stats +4 Con offense ------ Damage +9% temporal Ignore resists +20% temporal +14% physical defense ------ Resistance +9% lightning Longbows are used to shoot arrows at your foes. |
| On hands | heroic rough leather gloves of strength (+3) (0 def, 4 armour)1.0 Encumbrance T1 hands armor [Ego+] Master While equipped: Stats +3 Str offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +4 Mind save +6 (+3 eff.) Life +44.00 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 | troll-hide cured leather armour of Eyal (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego++] Nature While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Life +55.00 Life Regen +6.10 Healmod +21% A suit of armour made of leather. |
| Cloak | Lisynne (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Critical power +5.00% Mindpower +10 (+4 eff.) defense ------ Defense +1 (+0 eff.) Resistance +12% mind Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+5 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
movement infusion of the duelist (speed 585%; 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 increase movement speed by 585% 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. |
regeneration infusion of the duelist (heal 313; 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 313 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. |
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 265 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
shielding rune (absorb 116; dur 4; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 116 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Mirerace the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: defense ------ Resistance +11% cold +12% fire +2% physical Unlife -40.00 life Stun Resist +10% other ------- Light +1 Amulets make your neck look great! |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 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... |
clarifying copper amulet of strength (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +10% mind Confus Resist +22% Amulets make your neck look great! |
cleansing copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Dex defense ------ Resistance +10% nature +12% blight Poison Resist +21% Disease Resist +21% Amulets make your neck look great! |
copper amulet of cunning (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
copper amulet of the eclipse0.1 Encumbrance T1 amulet jewelry [Ego+] Arcane While equipped: offense ------ On-Hit 6 light 5 darkness Damage +6% light +6% darkness When Hit: * 6% chance to reduce damage dealt by 20% * 6% chance to blind Amulets make your neck look great! |
starlit copper amulet of willpower (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil defense ------ Resistance +11% light +10% darkness Blind Resist +22% Amulets make your neck look great! |
serendipitous steel amulet0.1 Encumbrance T2 amulet jewelry [Ego+] Nature While equipped: Stats +8 Lck offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +8 (+2 eff.) Resist unseen 10% Amulets make your neck look great! |
copper ring of pilfering0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+3 eff.) Ignore Armor +8 defense ------ Defense +8 (+2 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
rogue's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+1 eff.) Life +20.00 Disarm Resist +21% Pinning Resist +21% Knockbk Resist +21% Rings make your fingers look great! |
titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Rings make your fingers look great! |
savage's steel ring of lightning (+22%)0.1 Encumbrance T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +2 Con offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Spell save +11 (+6 eff.) other ------- Max stamina +11.00 Rings make your fingers look great! |
sneakthief's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex offense ------ Accuracy +9 (+3 eff.) Rings make your fingers look great! |
titan's steel ring of the mind (+10%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Con offense ------ Damage +10% mind defense ------ Resistance +10% mind Physical save +8 (+4 eff.) Rings make your fingers look great! |
Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
gold ring0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
Perseverance (138% power, 9 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Wil 24 [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Weapon Damage 138% Range: 1.0x-1.4x Uses 20% Wil, 90% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +9 Critical Rate +12.0% Attack Speed 100% On-hit +15 manaburn arcane On Critical: * restore 7 stamina and equilibrium While equipped: defense ------ Spell save +18 (+10 eff.) Confus Resist +30% Stun Resist +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
Dawnthorn4.0 Encumbrance T2 longbow 2H weapon [Rare] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +3 Str +5 Mag offense ------ Physical Power +8 (+2 eff.) Damage +12% light defense ------ Resistance +6% light Spell save +6 (+4 eff.) Longbows are used to shoot arrows at your foes. |
blazebringer's ash longbow of enduring4.0 Encumbrance T2 longbow 2H weapon [Ego++] Nature Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-crit, radius 2 +23 fire While equipped: Stats +9 Con +8 Wil offense ------ Global Speed +4% Ignore resists +11% fire defense ------ Life +33.00 Longbows are used to shoot arrows at your foes. |
yew longbow of enduring4.0 Encumbrance T3 longbow 2H weapon [Ego+] Nature Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 While equipped: Stats +8 Con +11 Wil defense ------ Life +17.00 Longbows are used to shoot arrows at your foes. |
Ashumbra4.0 Encumbrance T2 sling 1H weapon [Random Unique] Nature/Master Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-Hit, radius 1 +4 fire On-crit, radius 2 +6 acid +15 nature While equipped: Stats +3 Cun +2 Con offense ------ Damage +6% fire Ignore resists +9% acid +6% physical +6% nature Ignore Armor +6 defense ------ Defense +15 (+5 eff.) Resistance +9% fire Unlife -20.00 life other ------- Masteries +0.10 Wild-gift/Fungus Regenerate 102 life over 5 turns Puts all charms on 17 turn cooldown Slings are used to hurl stones or metal shots at your foes. |
barbed quiver of elm arrows (14/14, 129% power, 5 apr)3.0 Encumbrance T1 arrow ammo [Ego+] Master Weapon Damage 130% 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 +5 Critical Rate +10.0% Capacity 14 On Critical: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Freezenull the quiver of ash arrows (16/16, 124% power, 7 apr)3.0 Encumbrance T2 arrow ammo [Rare] Psionic Weapon Damage 124% 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 +7 Critical Rate +1.5% Capacity 16 On-ranged-hit +15 physical On-Hit, radius 1 +12 cold On-crit, radius 2 +16 acid +12 lightning On Hit: * 20% chance to reduce armor by 25% * 20% chance to knock the target back 3 spaces and deal 150 physical damage Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows of crippling (20/20, 124% power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego+] Master Weapon Damage 124% 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 +9.5% Capacity 20 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
woollen robe 'Hanorab' (3 def, 3 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Master While equipped: offense ------ Damage +28% arcane Ignore resists +5% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 15 defense ------ Armor +3 Defense +3 (+1 eff.) Resistance +9% all Physical save +16 (+8 eff.) Life +60.00 Pinning Resist +10% other ------- Max mana +33.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Skin of Many (12 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +6 Defense +12 (+4 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
marauder's hardened leather armour (13 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Master While equipped: Stats +5 Str +5 Dex defense ------ Armor +6 Defense +13 (+4 eff.) Fatigue +8% Physical save +11 (+5 eff.) A suit of armour made of leather. |
spiritwalker's hardened leather belt of unlife1.0 Encumbrance T3 belt armor [Ego++] Arcane While equipped: Stats +5 Mag defense ------ Resistance +5% blight other ------- Mana/turn +0.16 Max mana +20.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
regal cashmere cloak of Eldoral (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego] Master/Psionic While equipped: Stats +1 Dex +3 Wil +2 Cun defense ------ Defense +2 (+0 eff.) Mind save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
stealthy pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego] Master While equipped: Stats +5 Lck +4 Dex defense ------ Armor +3 Stealth +7 other ------- Stamina/turn +0.50 Max stamina +17.00 A pair of boots made of leather. |
Arthadur (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +4 Str +4 Wil +4 Con offense ------ Mindpower +5 (+3 eff.) Ignore resists +7% physical Accuracy +10 (+3 eff.) When Hit 8 physical defense ------ Armor +4 Fatigue +3% Resistance +9% mind Physical save +6 (+3 eff.) Blindside: Puts all charms on 22 turn cooldown Effective talent level: 2.0 Power cost 22 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 11 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Layoyann the rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +3 Dex offense ------ Damage +6% acid Ignore resists +15% acid Accuracy +11 (+4 eff.) defense ------ Armor +1 Resistance +6% blight +3% fire +3% darkness 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. |
Alyrek the Infernoblow (0 def, 9 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ Physical Power +5 (+1 eff.) On-Hit 8 physical Damage +6% physical Ignore resists +5% physical When Hit 6 physical defense ------ Armor +9 Fatigue +3% Resistance +3% fire other ------- Stamina/turn +3.00 Max stamina +30.00 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. |
dwarven-steel gauntlets of spellstriking (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Spellpower +4 (+2 eff.) On-Hit 8 arcane Damage +3% arcane defense ------ Armor +2 Fatigue +3% Resistance +5% arcane 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. |
hardened leather cap 'Skypeal' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Dex defense ------ Armor +3 Fatigue +3% Resistance +6% mind +6% lightning Mind save +15 (+8 eff.) other ------- Hate-on-crit +1.00 Max psi +40.00 A cap made of leather. |
Shadowtouch the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mindpower +4 (+2 eff.) Ignore resists +10% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 20% defense ------ Armor +3 Fatigue +5% other ------- Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
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. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+4 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+4 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
42 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. |
Gunuthad2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +4 Str defense ------ Mind save +9 (+5 eff.) Life +20.00 Disease Resist +10% 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. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Elarenn [power 116] (13 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +4 Cun +1 Wil offense ------ Mind Crit +3% other ------- Hate-on-crit +2.00 Sting an enemy dealing 125 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Relgimahek [power 110] (22 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Accuracy +25 (+8 eff.) defense ------ Resistance +6% temporal Crit Resistance 15.00% Disease Resist +20% Confus Resist +20% Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 242 Base Damage: 118 Armor: 2 All Resist: 5 Puts all charms on 22 turn cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing 'Geriavea' [power 116] (13 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +7 Str +2 Dex +2 Mag +4 Wil +2 Con Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 turn cooldown 100% to increase all damage by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Iefa the Thalore Archer level 19
48th Regrowth 123rd year of Ascendancy at 18:09 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Iefa the Thalore Archer level 15
62nd Haze 122nd year of Ascendancy at 10:08 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Iefa the Thalore Archer level 20
3rd Pyre 123rd year of Ascendancy at 02:15 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Iefa the Thalore Archer level 10
75th Dusk 122nd year of Ascendancy at 11:15 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Iefa the Thalore Archer level 20
65th Regrowth 123rd year of Ascendancy at 14:25 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Iefa the Thalore Archer level 18
1st Regrowth 123rd year of Ascendancy at 11:29 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Iefa the Thalore Archer level 8
70th Dusk 122nd year of Ascendancy at 10:04 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Iefa the Thalore Archer level 8
71st Dusk 122nd year of Ascendancy at 17:24 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Iefa the Thalore Archer level 18
74th Haze 122nd year of Ascendancy at 04:52 see stats
Log
Acid Splash from Zubamira the skeleton warrior hits Iefa for 4 acid damage.
Iefa is not crippled anymore.
Talent Trueshot is ready to use.
Acid Splash from Zubamira the skeleton warrior hits Iefa for 4 acid damage.
Iefa is free from the acid.
Iefa casts Rune: Shielding.
A shield forms around Iefa.
There is a previous level here (press '' or right click to use).
You gain 2.34 gold from the transmogrification of cinder dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour).
You gain 3.82 gold from the transmogrification of hungering vined mindstar of life (81% power, 18 apr, mind damage).
You gain 3.30 gold from the transmogrification of truestriking steel dagger (104% power, 6 apr).
You gain 5.00 gold from the transmogrification of thought-forged steel mace of rage (109% power, 3 apr).
You gain 17.81 gold from the transmogrification of steel longsword 'Ragydas' (115% power, 3 apr).
You gain 18.72 gold from the transmogrification of Smolderwoe (111% power, 3 apr, arcane element).
You gain 1.17 gold from the transmogrification of healing infusion of the warrior (heal 114; cd 14).
You gain 0.70 gold from the transmogrification of healing infusion (heal 67; cd 13).
There is a way to the next level here (press '' or right click to use).
The shield around Iefa crumbles.
Talent Rune: Blink is ready to use.
Resting starts...
Talent Rune: Mirror Image is ready to use.
Talent Rune: Shielding is ready to use.
Rested for 38 turns (stop reason: all resources and life at maximum).





































































































