









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! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Brawler |
| Level / Exp | 15 / 35% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 39 (base 25) |
| Dexterity | 55 (base 27) |
| Constitution | 35 (base 11) |
| Magic | 11 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 36 (base 31) |
Resources
| Life | 530/530 |
| Mana | 124/124 |
| Stamina | 170/170 |
| Healing Factor | 1.2916660017318 |
| Regeneration | 1.6145825021648 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 6 |
| See Stealth | 28.894014938291 |
| See Invisible | 28.894014938291 |
Offense: Barehand
| Damage | 60 |
| Accuracy | 54 |
| Crit Chance | 11% |
| APR | 3 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +26% |
| Physical | -10% |
| Nature | +15% |
| Fire | +11% |
| Arcane | +6% |
| Mind | +18% |
| All | 0% |
Offense: Damage Penetration
| Physical | +15% |
| Darkness | +15% |
Defense: Base
| Armour (hardiness) | 27 (79.007671158813%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 0 |
| Physical Save | 37 |
| Spell Save | 26 |
| Mental Save | 20 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 15%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 23%( 70%) |
| Light | + 23%( 70%) |
| Temporal | + 20%( 70%) |
| Darkness | + 37%( 70%) |
| Fire | + 59%( 70%) |
| Nature | + 40%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 193 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 133 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 570% 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 Strength stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Finishing moves | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Pugilism | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Exploit Weakness |
| talent | Premonition |
| talent | Striking Stance |
| beneficial effect | Countering melee attacks: Has a 17% chance to get an automatic counter attack when avoiding a melee attack. (1.5 counters remaining) Counter Attacking |
Quests
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Heart of the Gloom. Escort: lone alchemist (level 2 of Heart of the Gloom)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Heart of the Gloom. Escort: worried loremaster (level 1 of Heart of the Gloom)As a reward you improved Dexterity by +5. | 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 |
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 Alchemists | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | pair of iron boots 'Muckgore' (0 def, 5 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Power +15 (+5 eff.) On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Armor +5 Fatigue +2% Healmod +10% other ------- Stamina/turn +2.50 Max stamina +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Coalrazor the pouch of dwarven-steel shots (21/21, 147% power, 3 apr)3.0 Encumbrance T3 shot ammo [Random Unique] Arcane/Master/Psionic Weapon Damage 147% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +14.0% Capacity 21 On-ranged-hit +13 physical On-Hit, radius 1 +16 darkness +7 fire On-crit, radius 2 +16 mind On Hit: * 20% chance to reduce damage dealt by 17% * 20% chance to knock the target back 3 spaces and deal 114 physical damage On Critical: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| On hands | restful hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag offense ------ Damage +6% arcane defense ------ Armor +2 Life Regen +1.00 other ------- Stamina/turn +0.90 Max stamina +15.00 Unarmed combat: Weapon Damage 115% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 125% On-hit +4 arcane On-crit, radius 2 +5 arcane On Hit: 10% Nightmare level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Islovena (0 def, 5 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Dex offense ------ Ignore resists +15% physical When Hit 2 physical defense ------ Armor +5 Fatigue +5% Resistance +10% light +11% darkness Physical save +6 (+3 eff.) Unlife -60.00 life other ------- Stamina/turn +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | elm totem of thorny skin [power 16] (17 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 17 turn cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Haluthel0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Str +3 Dex +2 Wil offense ------ Damage +3% mind +11% fire defense ------ Resistance +22% fire Rings make your fingers look great! |
| On fingers | marksman's steel ring of corrosion (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ Damage +11% acid Accuracy +6 (+2 eff.) defense ------ Resistance +22% acid Rings make your fingers look great! |
| Around neck | The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+4 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| 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. |
| Cloak | elven-silk cloak 'Deepswedge' (18 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Master/Psionic While equipped: Stats +5 Str +6 Dex +5 Wil +5 Cun +6 Con offense ------ Mind Crit +7% Ignore resists +15% darkness When Hit 4 light defense ------ Defense +18 (+6 eff.) Resistance +6% temporal +27% fire Physical save +13 (+5 eff.) Spell save +12 (+6 eff.) other ------- Stamina/turn +1.30 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Skyterror =3 light=1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Str +1 Dex +3 Con defense ------ Resistance +9% lightning +3% fire Life +31.00 other ------- Light +3 A belt that goes around your waist. |
Inventory
healing infusion of the duelist (heal 166; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 166 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the duelist (heal 167; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 167 then cleanse 1 wound, poison, and disease effect. 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. |
movement infusion (speed 400%; cd 17)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% 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 duelist (speed 565%; 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 565% 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 titan (heal 182; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 182 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. |
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. |
Moldwinnow0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Ignore resists +10% mind +15% darkness defense ------ Resistance +3% mind +11% fire +6% nature +10% cold Amulets make your neck look great! |
insulating copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +12% fire +11% cold Amulets make your neck look great! |
Urarion the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% cold defense ------ Resistance +6% temporal +6% darkness +22% cold +5% arcane +6% mind Rings make your fingers look great! |
rogue's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+1 eff.) Rings make your fingers look great! |
hateful iron dagger of massacre (110% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Master/Psionic Weapon Damage 110% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +6 darkness Damage Against +5% Living Sharp, short and deadly. |
iron dagger (98% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 99% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
iron greatsword 'Ragidig' (112% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Rare] Nature Weapon Damage 112% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +10 nature On Hit: * 10% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +1 Cun offense ------ Damage +9% mind defense ------ Defense +15 (+5 eff.) Resistance +9% acid +3% mind Physical save +3 (+1 eff.) Massive two-handed swords. |
Surefire4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Unique] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 105% Range +9 While equipped: Stats +3 Dex offense ------ Physical Crit +5.0% Damage +5% physical Accuracy +12 (+4 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. |
vined mindstar of balance (85% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 85% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Physical save +3 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) other ------- EQ when Hit +0.60 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
wrathful vined mindstar (83% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 84% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +4 (+2 eff.) other ------- Hate-on-crit +2.00 Psi-on-crit +1.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eilinota (111% power, 3 apr, darkness element)5.0 Encumbrance T2 staff 1H weapon Reqs Mag 16 [Random Unique] Arcane/Nature/Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Str offense ------ Physical Crit +6.0% Spell Crit +4% Physical Power +6 (+2 eff.) Spellpower +20 (+12 eff.) Damage +15% darkness Accuracy +21 (+7 eff.) When Hit 2 physical defense ------ Defense +7 (+2 eff.) other ------- Stamina/turn +1.00 Mana/turn +0.19 Light +3 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
Staff of Destruction (120% power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 100% Mag Damage Fire Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +10 (+7 eff.) Damage +20% lightning +20% fire +20% arcane +20% cold other ------- Talents +1 Command Staff On Spell Hit: 10% Impending Doom level 1 This unique-looking staff is carved with runes of destruction. |
River's Fury (125% power, 8 apr)3.0 Encumbrance T1 trident 2H weapon [Unique] Arcane Weapon Damage 126% Range: 1.0x-1.4x Uses 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 100% On-hit +15 cold While equipped: offense ------ Spellpower +10 (+7 eff.) Move Speed +10% Damage +10% cold Accuracy +10 (+3 eff.) defense ------ Resistance +10% cold On Spell Hit: 20% Glacial Vapour level 1 Tidal Wave: Effective talent level: 1.0 Power cost 68 out of 80/80. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 4.94 cold damage and 4.45 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Earylatharek the Oakrupture (105% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Master Weapon Damage 106% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * 20% chance to slow global speed by 46% While equipped: Stats +1 Con offense ------ Physical Power +6 (+2 eff.) Damage +3% physical Ignore resists +6% physical defense ------ Armor +4 Defense +10 (+3 eff.) Unlife -40.00 life Disarm Resist +12% One-handed war axes. |
balanced iron waraxe of crippling (102% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego+] Master Weapon Damage 102% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% Accuracy +5 (+2 eff.) defense ------ Defense +6 (+2 eff.) Disarm Resist +24% One-handed war axes. |
Chynaritir the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Physical Power +3 (+1 eff.) Damage +3% mind Ignore resists +5% acid When Hit 8 acid defense ------ Resistance +3% acid Spell save +6 (+3 eff.) Unlife -20.00 life other ------- Size +1 A belt that goes around your waist. |
Nerithra1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +2 (+1 eff.) defense ------ Armor +2 Resistance +3% darkness Physical save +6 (+3 eff.) Unlife -60.00 life Life Regen +4.00 A belt that goes around your waist. |
Lightningburst (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Wil offense ------ Mind Crit +3% Damage +3% cold Ignore resists +15% cold defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +12% lightning +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of protection (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +13% cold Spell save +5 (+3 eff.) Mind save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shimmering woollen robe of alchemy (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +7% acid +7% physical +5% fire +12% arcane +6% cold defense ------ Resistance +12% acid +10% physical +11% fire +11% cold +9% all other ------- Max mana +29.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dairigas (0 def, 1 armour) =21 stun=2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Wil offense ------ Spell Crit +1% Critical power +15.00% defense ------ Armor +1 Spell save +6 (+3 eff.) Silence Resist +21% Confus Resist +22% Stun Resist +21% other ------- Max mana +40.00 A pair of boots made of leather. |
Torerolach the Splendourrace (0 def, 5 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +4 Con offense ------ Physical Crit +3.0% Ignore resists +5% light defense ------ Armor +5 Fatigue +2% Resistance +9% light Life Regen +2.00 Healmod +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
corrosive rough leather gloves of strength (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Physical Power +6 (+2 eff.) On-Hit 5 acid Damage +3% acid defense ------ Armor +1 Resistance +5% acid Unarmed combat: Weapon Damage 102% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 125% On-crit, radius 2 +6 acid On Hit: 10% Corrosive Breath level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Quasit's Skull (0 def, 12 armour) =30 stun=3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+5 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
linen wizard hat 'Bogpain' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Defense +1 (+0 eff.) Resistance +6% blight +6% fire +3% nature +9% cold Disease Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A pointy cloth hat, very wizardly... |
Camelathadir the rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Master While equipped: offense ------ Ignore resists +5% acid On-Hit (Melee): * 20% chance to slow global speed by 46% * 20 arcane resource burn defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +15% acid +5% arcane +3% lightning A suit of armour made of leather. |
rejuvenating 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 +30.00 Life Regen +3.50 Healmod +11% other ------- Stamina/turn +0.60 A suit of armour made of leather. |
quiver of elm arrows (19/19, 104% power, 5 apr)3.0 Encumbrance T1 arrow ammo [Normal] Weapon Damage 105% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 19 Arrows are used with bows to pierce your foes to death. |
agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 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 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Bethawe2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Str +3 Con offense ------ Critical power +5.00% Accuracy +5 (+2 eff.) defense ------ Physical save +6 (+3 eff.) Healmod +12% other ------- Light +3 See Invisibility +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Shimmerwinter2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ Damage +6% lightning When Hit 10 fire defense ------ Resistance +6% fire +6% light +3% cold other ------- Light +6 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. |
brass lantern 'Eloda'2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Ignore resists +15% physical Ignore Armor +1 defense ------ Resistance +2% physical Physical save +15 (+6 eff.) other ------- Light +6 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. |
nightwalker's brass lantern of health2.0 Encumbrance T1 lite [Ego+] Nature While equipped: Stats +4 Wil offense ------ Physical Crit +3.0% Critical power +11.00% Physical Power +5 (+2 eff.) defense ------ Life +41.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
evasive iron torque of gale force [power 100] (13 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 90 physical damage Puts all charms on 13 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of thorny skin 'Emelanne' [power 16] (17 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +5% acid defense ------ Resistance +3% physical Spell save +6 (+3 eff.) Life +80.00 Silence Resist +10% Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 17 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
3 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. |
5 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. |
2 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
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Nox the Thalore Brawler level 10
4th Dusk 122nd year of Ascendancy at 13:08 see stats
Log
Nox starts regenerating health quickly.
Nox uses Perfect Strike.
Nox aims carefully.
Ran for 2 turns (stop reason: hostile spotted to the southwest (large brown snake)).
Nox raises their leg and snaps it downward in a devastating axe kick.
Large brown snake's brain isn't quite working right!
Large brown snake misses Nox.
Nox hits Large brown snake for 117 physical, 4 arcane (121 total damage).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the southwest (large brown snake)).
Nox throws a wild haymaker!
Nox hits Large brown snake for 219 physical damage.
Nox killed Large brown snake!
Resting starts...
Nox aims less carefully.
Nox slows down.
Talent Haymaker is ready to use.
Nox stops regenerating health quickly.
Rested for 11 turns (stop reason: all resources and life at maximum).
Talent Axe Kick is ready to use.
Talent Perfect Strike is ready to use.
Talent Gift of the Woods is ready to use.
Talent Blinding Speed is ready to use.
There is a way to the next level here (press '' or right click to use).
Ran for 22 turns (stop reason: at exit).




























































































