









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! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Thalore |
| Class | Archer |
| Level / Exp | 13 / 99% |
| Size | medium |
| Lifes / Deaths | Killed by Garetta the cutpurse at level 13 on the 72nd Dusk 122nd year of Ascendancy at 02:05 / 1 |
Primary Stats
| Strength | 34 (base 27) |
| Dexterity | 47 (base 39) |
| Constitution | 24 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 12 (base 12) |
Resources
| Life | -2/439 |
| Stamina | 52/146 |
| Vim | 128/148 |
| Healing Factor | 1.2172674059366 |
| Regeneration | 0.30431685148416 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 15.703251193202 |
| See Invisible | 15.703251193202 |
Offense: Mainhand
| Damage | 75 |
| Accuracy | 54 |
| Crit Chance | 4% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 14 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| All | 0% |
Offense: Damage Penetration
| Blight | +10% |
| Darkness | +5% |
| Arcane | +5% |
Defense: Base
| Armour (hardiness) | 15 (57.155997060385%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 18 |
| Mental Save | 24 |
Defense: Resistances
| Lightning | + 12%( 70%) |
| Light | + 30%( 70%) |
| Blight | + 5%( 70%) |
| Mind | + 12%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 21% |
| Confusion Resistance | 23% |
| Pinning Resistance | 20% |
| Disarm Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 24% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 69 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 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 |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity 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 talent Curse of Death (+1 level(s)). | 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 |
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 must explore the Heart of the Gloom. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed honey tree root. * You've found the needed giant spider spinneret. | 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 within6 lumberjacks have died. | done |
Equipment
| On feet | traveler's pair of rough leather boots of evasion (2 def, 1 armour)2.0 T1 feet armor [Ego+] Master While equipped: ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue -4% Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 21 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Quiver | Salata the quiver of ash arrows (15/15, 23-32 power, 7 apr)3.0 T2 arrow ammo [Rare] Arcane Power 23.0 - 32.2 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 15 Proj.spd +200% Ranged+ +16 mind On Hit.r1 +12 physical On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
| On hands | heroic rough leather gloves of butchering (0 def, 4 armour)1.0 T1 hands armor [Ego++] Disrupt/Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Acc +5 (+2 eff.) Apr +6 ----- def ----- Armour +4 Resists +5% blight Spell.save +9 (+5 eff.) Mind.save +6 (+3 eff.) Max.HP +42.00 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. |
| On head | mindcaging dwarven-steel helm of might (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +2 Str +4 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +12% mind Mind.save +14 (+7 eff.) Confus- +23% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | titan's copper ring of tenacity0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Max.HP +21.00 Disarm- +21% Pinning- +20% Knockbk- +24% Rings make your fingers look great! |
| Around neck | copper amulet 'Arenor'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Mag dps ---------- Res.pen +5% arcane +10% blight ----- def ----- Resists +12% lightning Stun/Frz- +21% ---------- misc Infravis +1 Amulets make your neck look great! |
| In main hand | Yarylathabar the Dourarc4.0 T1 longbow 2H weapon [Rare] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: Stats +3 Str +1 Mag +3 Wil +3 Con dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +5% darkness On Hit (Ranged): * 10% chance to reduce damage dealt by 8% Longbows are used to shoot arrows at your foes. |
| Main armor | Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +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. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(58 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| Around waist | blurring rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +8 (+3 eff.) Fatigue -4% Stealth +6 ---------- misc Max.enc +23 A belt that goes around your waist. |
Inventory
regeneration infusion of the warrior (heal 197; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 197 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune of the psychic (absorb 111; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 111 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
steel battleaxe (20-31 power, 2 apr)3.0 T2 battleaxe 2H weapon [Normal] Power 20.5 - 30.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
arcing steel dagger of paradox (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: ----- def ----- Resists +6% temporal Sharp, short and deadly. |
acidic steel greatmaul of daylight (26-40 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 26.5 - 39.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 light Against +12% Undead On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed mauls. |
dwarven-steel greatsword 'Moldpeal' (32-51 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Psionic Power 32.0 - 51.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +8 cold On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +1% Mind.pwr +10 (+8 eff.) Melee Ret 2 nature ----- def ----- Resists +6% nature ---------- misc Psi/ret +0.08 Massive two-handed swords. |
Hailpiercer (10-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature/Psionic Power 9.5 - 10.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Crit.r2 +4 cold While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+6 eff.) Melee+ 5 mind 3 darkness Dmg.mod +3% mind +2% darkness ----- def ----- Defense +5 (+2 eff.) Resists +6% lightning Spell.save +12 (+7 eff.) HP.reg +2.00 Heal.mod +10% ---------- misc 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. |
mossy mindstar (2-2 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.0 - 2.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+2 eff.) ---------- misc 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. |
vined mindstar of balance (4-4 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature Power 4.0 - 4.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+4 eff.) ----- def ----- Phys.save +3 (+2 eff.) Spell.save +3 (+2 eff.) Mind.save +3 (+2 eff.) ---------- misc Equi/ret +0.70 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. |
rough leather sling4.0 T1 sling 1H weapon [Normal] Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Slings are used to hurl stones or metal shots at your foes. |
shimmering ash magestaff of might (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +6 (+3 eff.) Dmg.mod +15% cold ---------- misc Mana/turn +0.12 Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff 'Hanidunador' (20-24 power, 4 apr, light element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Spell.crit +9% Crit.mult +10.00% Spell.pwr +9 (+4 eff.) Dmg.mod +9% physical +20% light +6% mind Res.pen +5% mind Acc +10 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Veloradhenn the dwarven-steel waraxe (17-24 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 17.0 - 23.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +3% acid Res.pen +5% acid +7% all Acc +9 (+3 eff.) Apr +7 ----- def ----- Armour +2 Die.at -80.00 life One-handed war axes. |
Lightningzeal (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Mag dps ---------- Spell.crit +4% Dmg.mod +3% lightning Res.pen +5% blight Phasing +20% Melee Ret 4 lightning ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 ---------- misc Max.vim +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
woollen robe of lightning (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +15% lightning +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xanayassra the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Spell.pwr +5 (+2 eff.) Mind.pwr +25 (+15 eff.) Melee Ret 4 blight ----- def ----- Armour +4 Fatigue +3% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Psi/ret +0.04 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +13.00 A pair of boots made of leather. |
traveler's pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dwarven-steel gauntlets 'Amenik' (10 def, 8 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Crit.mult +10.00% Melee+ 6 temporal Ranged+ 6 temporal Dmg.mod +5% temporal ----- def ----- Armour +8 Defense +10 (+4 eff.) Fatigue +3% Resists +1% physical +7% temporal ---------- misc Stam/turn +1.00 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. |
hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +15 (+5 eff.) ----- def ----- Armour +2 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. |
Morninglord the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light +6% cold Res.pen +5% cold On Hit (Melee): * 10% chance to reduce armor by 10% ----- def ----- Defense +2 (+1 eff.) Resists +7% fire +7% cold ---------- misc Light +3 A pointy cloth hat, very wizardly... |
Unralagar the Infernowither (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +1 Wil dps ---------- Crit.mult +10.00% Mind.pwr +10 (+8 eff.) Res.pen +15% fire Melee Ret 4 fire ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating iron helm of strength (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Phys.save +10 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Vorutha the Cobrawell (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +15% lightning +5% nature On Hit (Melee): * 20% chance to slow global speed by 34% ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% physical Phys.save +12 (+6 eff.) Confus- +10% A suit of armour made of mail. |
dwarven-steel mail armour 'Issohell' (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Dex +4 Wil +2 Con dps ---------- Mind.crit +3% Mind.pwr +5 (+5 eff.) ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +14% blight +14% darkness ---------- misc Equi/ret +0.04 Light +2 Infravis +2 A suit of armour made of mail. |
cleansing hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +12% nature +10% blight A suit of armour made of leather. |
steel shield (0 def, 4 armour, 37 block)7.0 T2 shield armor Reqs Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
quiver of elm arrows of wind (21/21, 15-21 power, 5 apr)3.0 T1 arrow ammo [Ego] Nature Power 15.0 - 21.0 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 21 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 135 physical damage Arrows are used with bows to pierce your foes to death. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 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. |
sapper's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +2 Cun dps ---------- Acc +4 (+2 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 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. |
Berothel the Murktaint [power 225] (27/15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Crit.mult +5.00% Melee Ret 2 arcane 6 physical On Hit (Melee): * 20% chance to reduce damage dealt by 8% ---------- misc Max.stam +20.00 Fire a magical bolt dealing 225 cold damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 18% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Zob Zob the Thalore Archer level 13
14th Dusk 122nd year of Ascendancy at 12:48 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Zob Zob the Thalore Archer level 10
2nd Mirth 122nd year of Ascendancy at 17:36 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Zob Zob the Thalore Archer level 12
7th Mirth 122nd year of Ascendancy at 22:21 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Zob Zob the Thalore Archer level 13
49th Dusk 122nd year of Ascendancy at 21:43 see stats
Log
Zob Zob uses Infusion: Healing.
Zob Zob receives 61 healing from Infusion: Healing.
Zob Zob activates her traveler's pair of rough leather boots of evasion!
Zob Zob uses Headshot.
Garetta the cutpurse uses Highborn's Bloom.
Garetta the cutpurse casts Draining Assault.
Zob Zob evades Garetta the cutpurse.
Garetta the cutpurse performs a melee critical strike against Zob Zob!
Garetta the cutpurse steals life from Zob Zob!
Zob Zob hits Garetta the cutpurse for 11 healing, 2 healing, 1 healing (0 total damage) [14 healing].
Zob Zob's Headshot hits Garetta the cutpurse for 115 physical, 5 mind, 9 physical (129 total damage).
Garetta the cutpurse hits Zob Zob for 57 physical, 5 nature, 8 physical, 6 fire (76 total damage).
Burning from Garetta the cutpurse hits Zob Zob for 17 fire damage.
Garetta the cutpurse is not crippled anymore.
Garetta the cutpurse's Beyond the Flesh hits Zob Zob for 38 physical, 8 physical, 20 cold (66 total damage).
Garetta the cutpurse hits Zob Zob for 6 fire damage.
Talent Steady Shot is ready to use.
Garetta the cutpurse uses Mindlash.
Zob Zob shrugs off the effect 'Off-balance'!
Garetta the cutpurse hits Zob Zob for 45 physical damage.
Burning from Garetta the cutpurse hits Zob Zob for 13 fire damage.
Garetta the cutpurse casts Obliterating Smash.
Garetta the cutpurse performs a melee critical strike against Zob Zob!
Garetta the cutpurse's spell attains critical power!
Garetta the cutpurse hits Zob Zob for 64 physical, 5 nature, 8 physical, 6 fire (84 total damage).
Burning from Garetta the cutpurse hits Zob Zob for 13 fire damage.
Zob Zob the level 13 thalore archer was boiled to death by Garetta the cutpurse on level 1 of The Maze.
Garetta the cutpurse's weapon glows with critical power!






















































































