
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 | Nightmare Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Solipsist |
| Level / Exp | 20 / 80% |
| Size | medium |
| Lifes / Deaths | Killed by Xerilrathra the rattlesnake at level 20 on the 7th Gold 123rd year of Ascendancy at 05:55 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 9 (base 10) |
| Constitution | 18 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 69 (base 48) |
| Cunning | 45 (base 41) |
Resources
| Life | -17/296 |
| Equilibrium | 30 |
| Psi | 132/370 |
| Healing Factor | 1.5611363549267 |
| Regeneration | 6.6348295084385 |
Speed
| Mental | 0% |
| Attack | -3.486100297323E-12% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 32.045069181528 |
| See Invisible | 38.045069181528 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 23 |
| Accuracy | 41 |
| Crit Chance | 18% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 22 |
| Accuracy | 41 |
| Crit Chance | 18% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 6 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 64 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +12% |
| Fire | +3% |
| Mind | +45% |
| Cold | +6% |
| Nature | +10% |
Offense: Damage Penetration
| Cold | +15% |
| Fire | +5% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 1 (30%) |
| Defense | 11 |
| Ranged Defense | 11 |
| Fatigue | 0 |
| Physical Save | 21.83 |
| Spell Save | 30.3 |
| Mental Save | 38 |
Defense: Resistances
| Blight | + 17%( 70%) |
| Cold | + 18%( 70%) |
| All | + 12%( 70%) |
| Lightning | + 16%( 70%) |
| Light | + 20%( 70%) |
| Temporal | + 23%( 70%) |
| Mind | + 46%( 70%) |
| Fire | + 17%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Pinning Resistance | 25% |
| Bleed Resistance | 50% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 25% |
| Poison Resistance | 70% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 295 life over 5 turns. Its effects scale with your Willpower 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: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 742% 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 Willpower 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 181 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Psionic / Nightmare | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower 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 |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed honey tree root. * You've found the needed orc heart. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed ritch stinger. * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed minotaur nose. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed electric eel tail. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within16 lumberjacks have died. | done |
Equipment
| On feet | Yvibrelrada the Glitterrot (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Con offense ------ Mind Crit +6% defense ------ Armor +1 Life Regen +2.00 Healmod +11% other ------- Max psi +20.00 Light +3 A pair of boots made of leather. |
| Light source | brass lantern 'Quenchtrial'2.0 Encumbrance T1 lite [Rare] Disrupt While equipped: Stats +1 Str +2 Con offense ------ Damage +3% mind Ignore resists +15% cold defense ------ Resistance +3% mind +3% all Crit Resistance 15.00% Spell save +6 (+2 eff.) 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. |
| On head | grounding linen wizard hat of the mind (+5%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature/Psionic While equipped: offense ------ Damage +10% mind defense ------ Defense +1 (+1 eff.) Resistance +5% lightning +7% temporal +10% mind A pointy cloth hat, very wizardly... |
| Tool | Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.9 Power cost 17 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 17 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Mucuspiety0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +12% mind +6% cold Ignore resists +15% nature On-Hit (Melee): * 20% chance to slow global speed by 65% * 20 arcane resource burn defense ------ Resistance +6% blight +12% mind +9% light Rings make your fingers look great! |
| On fingers | titan's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Life +20.00 Disarm Resist +25% Pinning Resist +25% Knockbk Resist +20% Rings make your fingers look great! |
| Around neck | Dimlash the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun +3 Wil offense ------ Mindpower +25 (+7 eff.) Damage +12% darkness defense ------ Mind save +6 (+3 eff.) Healmod +13% Cut Resist +50% Heal: Puts all charms on 30 turn cooldown Effective talent level: 1.0 Power cost 30 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 256 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | Bloomsoul (94% power, 13 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Weapon Damage 95% 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 +13 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) defense ------ Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Effective talent level: 1.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 42 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
| Around waist | rough leather belt 'Xanyna'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Dex offense ------ Mind Crit +3% Mindpower +15 (+4 eff.) Damage +6% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 37 defense ------ Resistance +6% fire +7% cold A belt that goes around your waist. |
| In off hand | Serpent's Glare (91% power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 92% 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 +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 7 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 117.98 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Cloak | Fireminister (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +3% fire Ignore resists +5% fire defense ------ Defense +1 (+1 eff.) Crit Resistance 15.00% Life +31.00 Healmod +5% Disease Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Betheranor (10 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Psionic While equipped: Stats +4 Mag offense ------ Damage +14% mind defense ------ Defense +10 (+9 eff.) Resistance +6% temporal +14% mind +9% all Poison Resist +20% other ------- Max stamina +30.00 See Invisibility +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 30 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 311 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
grounding copper amulet of mastery (0.13 Psionic / Slumber)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +10% lightning Stun Resist +22% other ------- Masteries +0.13 Psionic/Slumber Amulets make your neck look great! |
grounding steel amulet of mastery (0.10 Psionic / Psychic Assault)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +10% lightning Stun Resist +24% other ------- Masteries +0.10 Psionic/Psychic Assault Amulets make your neck look great! |
starlit copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% light +10% darkness Blind Resist +23% Amulets make your neck look great! |
gold quartz ring0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Wil +1 Cun +5 Con offense ------ When Hit 4 physical defense ------ Resistance +18% acid +19% fire +15% lightning +15% cold Physical save +25 (+11 eff.) Spell save +11 (+4 eff.) Mind save +9 (+4 eff.) Stun Resist +30% other ------- Max stamina +20.00 Max psi +30.00 Rings make your fingers look great! |
gold quartz ring0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Mag +9 Wil +6 Cun offense ------ Spellpower +10 (+4 eff.) Mindpower +10 (+3 eff.) Move Speed +15% Accuracy +9 (+9 eff.) defense ------ Defense +9 (+9 eff.) Resistance +12% mind +3% light Stun Resist +30% other ------- Light +3 Blinding Speed: Puts all charms on 34 turn cooldown Effective talent level: 3.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
marksman's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+6 eff.) defense ------ Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
mule's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Fatigue -5% Blind Resist +22% other ------- Encumbrance +21 Infravision +4 See Stealth +6 See Invisibility +6 Rings make your fingers look great! |
wizard's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag defense ------ Spell save +4 (+2 eff.) Rings make your fingers look great! |
Flarebender1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Damage +3% mind Ignore resists +20% mind +5% fire defense ------ Fatigue -5% Resistance +5% arcane +15% fire other ------- Encumbrance +22 A belt that goes around your waist. |
rough leather belt 'Shockrace'1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +1 Dex +4 Mag +1 Wil offense ------ Ignore resists +10% lightning defense ------ Armor +6 Crit Resistance 5.00% other ------- See Invisibility +3 Create a temporary shield that absorbs 170 damage Puts all charms on 26 turn cooldown A belt that goes around your waist. |
linen robe 'Rimekiss' (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +1 Mag offense ------ Damage +11% lightning +6% cold +9% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 37 defense ------ Resistance +16% lightning +7% all other ------- Mana/turn +0.04 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
grounding pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Nature While equipped: defense ------ Armor +1 Resistance +6% lightning +6% temporal A pair of boots made of leather. |
Poxterror (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Cun +3 Str offense ------ Ignore resists +15% mind When Hit 10 nature defense ------ Armor +1 Fatigue +1% A cap made of leather. |
bladed iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Ego+] Master While equipped: Stats +3 Str defense ------ Armor +3 Fatigue +5% Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 23.2 Physical damage. If the attack hits, the target is confused (24% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing steel mail armour of command (7 def, 10 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego+] Disrupt/Psionic While equipped: Stats +2 Cun defense ------ Armor +10 Defense +7 (+7 eff.) Fatigue +12% Resistance +14% nature +11% blight Mind save +11 (+4 eff.) A suit of armour made of mail. |
282 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. |
3 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) 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. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+2 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. |
Gara2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Cun offense ------ Mindpower +5 (+2 eff.) other ------- Max hate +4.00 Max psi +40.00 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. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: 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. |
scorching brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Arcane/Psionic While equipped: offense ------ When Hit 10 fire defense ------ Resistance +5% fire Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +6 See Invisibility +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. |
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. |
pouch of iron shots 'Islivea' (18/18, 105% power, 1 apr)3.0 Encumbrance T1 shot ammo Reqs Dex 11 [Rare] Nature Weapon Damage 106% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 18 On-ranged-hit +11 cold +16 mind On-Hit, radius 1 +8 blight On-crit, radius 2 +12 blight +6 cold +16 mind On Hit: * 10% chance to reduce strength, dexterity, and constitution by 5 Shots are used with slings to pummel your foes to death. |
5 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. |
15 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. |
6 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
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Aselle the Dwarf Solipsist level 20
42nd Steel 123rd year of Ascendancy at 07:59 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Aselle the Dwarf Solipsist level 14
27th Loss 122nd year of Ascendancy at 18:11 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Aselle the Dwarf Solipsist level 20
6th Gold 123rd year of Ascendancy at 08:07 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Aselle the Dwarf Solipsist level 10
27th Dearth 122nd year of Ascendancy at 20:31 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Aselle the Dwarf Solipsist level 20
18th Iron 123rd year of Ascendancy at 12:51 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Aselle the Dwarf Solipsist level 20
42nd Steel 123rd year of Ascendancy at 07:25 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Aselle the Dwarf Solipsist level 6
19th Voratun 122nd year of Ascendancy at 07:13 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Aselle the Dwarf Solipsist level 13
37th Dearth 122nd year of Ascendancy at 18:08 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Aselle the Dwarf Solipsist level 17
29th Shortage 122nd year of Ascendancy at 15:41 see stats
Log
Aselle uses Mind Sear.
Aselle's mind surges with critical power!
Aselle hits Xerilrathra the rattlesnake for 522 mind damage.
Aselle converts some damage to Psi!
Mindrot hits Aselle for 2 to psi, 2 mind, (6 antimagic), 0 darkness (4 total damage).
Xerilrathra the rattlesnake uses Dominate.
Aselle shrugs off Xerilrathra the rattlesnake's 'Dominated'!
Xerilrathra the rattlesnake performs a melee critical strike against Aselle!
Aselle converts some damage to Psi!
Xerilrathra the rattlesnake hits Aselle for 52 to psi, 74 physical, (6 antimagic), 0 darkness (125 total damage).
Aselle receives 5 healing (5 psi heal).
Aselle receives 200 healing (200 psi heal).
Xerilrathra the rattlesnake uses Slash.
Aselle has a cursed wound!
Aselle converts some damage to Psi!
Xerilrathra the rattlesnake hits Aselle for 66 to psi, 94 physical, (6 antimagic), 0 darkness (161 total damage).
Aselle converts some damage to Psi!
Mindrot hits Aselle for 2 to psi, 2 mind, (6 antimagic), 0 darkness (4 total damage).
Aselle slows down.
Talent Mind Sear is ready to use.
Aselle converts some damage to Psi!
White jelly's Slime Spit hits Aselle for (34 antimagic), 43 to psi, 61 nature (105 total damage).
Aselle receives 4 healing (4 psi heal).
Xerilrathra the rattlesnake uses Frenzy.
Xerilrathra the rattlesnake performs a melee critical strike against Aselle!
Aselle has been overwhelmed.
Aselle converts some damage to Psi!
Xerilrathra the rattlesnake hits Aselle for 36 to psi, 51 physical, (6 antimagic), 0 darkness, 25 to psi, 35 physical, (6 antimagic), 0 darkness, 22 to psi, 31 physical, (6 antimagic), 0 darkness, 31 to psi, 44 physical (275 total damage).
Aselle the level 20 dwarf solipsist was ground to death by Xerilrathra the rattlesnake on level 2 of The Maze.



























































































