










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Zero's Arena Reminder 1.7.4A quick and easy mod to remind you to get your hind quarters to Derth if you haven't already by level 13! 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! 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.
Possessor Bonus Class 1.7.4Donators/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! 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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Drem |
| Class | Rogue |
| Level / Exp | 18 / 33% |
| Size | medium |
| Lifes / Deaths | Killed by Xida the master vampire at level 18 on the 24th Dearth 122nd year of Ascendancy at 15:14 / 1 |
Primary Stats
| Strength | 15 (base 11) |
| Dexterity | 43 (base 42) |
| Constitution | 11 (base 10) |
| Magic | 17 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 45 (base 40) |
Resources
| Life | -217/499 |
| Mana | 0/227 |
| Stamina | 107/207 |
| Healing Factor | 1.0097162075846 |
| Regeneration | 21.716059511524 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 35.981969560783 |
| See Invisible | 35.981969560783 |
Offense: Mainhand
| Damage | 11 |
| Accuracy | 37 |
| Crit Chance | 28% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Temporal | +3% |
| All | 0% |
| Physical | +32% |
| Cold | +3% |
| Nature | +11% |
Offense: Damage Penetration
| Temporal | +5% |
| Lightning | +10% |
| Acid | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 18 (38.594633868923%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 14 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Blight | + 11%( 70%) |
| Arcane | + 18%( 70%) |
| Cold | + 22%( 70%) |
| All | + 9%( 70%) |
| Darkness | + 35%( 70%) |
| Light | + 11%( 70%) |
| Temporal | + 30%( 70%) |
| Physical | + 19%( 70%) |
| Lightning | + 22%( 70%) |
| Fire | + 14%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Confusion Resistance | 64% |
| Stun Resistance | 30% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 437% 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 133 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.42 |
| 5/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
Effects
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 17.3 and stamina regeneration by 5.9. Soothing Darkness |
| beneficial effect | The target's critical strike damage bonus is increased by 18%. Shadowstrike |
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 injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | 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 focus. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed bear paw. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 |
Equipment
| On feet | Bokykath (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +1 Resistance +3% lightning +5% arcane Physical save +3 (+1 eff.) Unlife -60.00 life Disarm Resist +20% other ------- Stamina/turn +0.40 Max stamina +14.00 A pair of boots made of leather. |
| Light source | brass lantern 'Lightningblack'2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Ignore resists +10% lightning defense ------ Resistance +3% blight +6% fire +3% light +6% darkness Life +40.00 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. |
| On head | Borekath the Blizzardwrack (0 def, 11 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +3% cold Ignore resists +5% acid defense ------ Armor +11 Fatigue +5% Resistance +6% cold Unlife -20.00 life other ------- Max stamina +30.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | powerful steel torque of psionic shield [power 47] (18 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 18 turn cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | psionicist's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil defense ------ Mind save +10 (+5 eff.) Confus Resist +23% Rings make your fingers look great! |
| On fingers | copper ring of nature (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% nature defense ------ Resistance +22% nature Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | cruel yew starstaff of illumination (120% power, 4 apr, physical element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Nature/Master Weapon Damage 120% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Critical power +10.00% Spellpower +9 (+4 eff.) Damage +20% physical defense ------ Defense +5 (+2 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 5 turn cooldown Effective talent level: 1.0 Power cost 5 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 48.86 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | dwarven-steel gauntlets 'Belygas' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +1 Str offense ------ Physical Crit +10.0% Spell Crit +11% Mind Crit +5% Critical power +11.00% defense ------ Armor +2 Fatigue +3% Resistance +3% cold Crit Resistance 15.00% Life +40.00 Life Regen +4.00 Stun Resist +10% 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. |
| Main armor | woollen robe of the mountain (+12%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature While equipped: offense ------ Damage +12% physical defense ------ Resistance +9% all +12% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Cloudbender (9 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Cun +4 Wil offense ------ Mind Crit +4% Damage +3% temporal Ignore resists +5% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +9 (+3 eff.) Resistance +12% lightning +24% temporal +23% darkness Physical save +10 (+5 eff.) Out-of-Phase Defense +17 Out-of-Phase Resistance +12% Out-of-Phase Resilience +13% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 8 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Issoregoran the Quenchseam0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: offense ------ Damage +3% acid defense ------ Resistance +9% acid +6% cold +5% arcane Physical save +6 (+3 eff.) Spell save +3 (+3 eff.) Stun Resist +20% other ------- Masteries +0.12 Technique/Throwing knives Amulets make your neck look great! |
Inventory
wild infusion of the psychic (res 19%; physical; dur 4; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 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 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
copper amulet of magic (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
steel amulet0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
Elenymarath the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +10 Cun +5 Wil offense ------ Mindpower +7 (+3 eff.) Damage +6% physical Ignore resists +15% mind Ignore Armor +3 On-Hit (Melee): * 20% chance to reduce all saves and defense by 17 other ------- EQ when Hit +0.04 Rings make your fingers look great! |
rogue's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+2 eff.) Rings make your fingers look great! |
savior's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +8 (+4 eff.) Rings make your fingers look great! |
chilling steel battleaxe of massacre (135% power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Ego] Arcane/Master Weapon Damage 135% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +7 cold Massive two-handed battleaxes. |
Unerring Scalpel (111% power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 111% Range: 1.0x-1.3x Uses 45% Cun, 55% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
iron dagger (100% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 100% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
iron dagger (97% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 97% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
Polyramina (112% power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Master Weapon Damage 112% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% While equipped: Stats +5 Mag offense ------ Critical power +5.00% Accuracy +9 (+3 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 17 defense ------ Defense +10 (+3 eff.) Resistance +3% mind Mind save +3 (+2 eff.) Disarm Resist +33% Massive two-handed mauls. |
elm longbow 'Dourbreaker'4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Rare] Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 While equipped: Stats +3 Con offense ------ Ignore resists +25% darkness defense ------ Resistance +15% lightning +6% blight Life +40.00 other ------- Masteries +0.15 Wild-gift/Fungus Regenerate 98 life over 5 turns Puts all charms on 15 turn cooldown Longbows are used to shoot arrows at your foes. |
Beluyon the Frostraven (111% power, 3 apr, physical element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +12 (+6 eff.) Spellpower/crit +6 Damage +6% blight +15% physical Ignore resists +5% cold When Hit 4 cold defense ------ Armor +5 Defense +5 (+2 eff.) Resistance +9% temporal +7% darkness +6% cold Out-of-Phase Defense +7 Out-of-Phase Resistance +8% Out-of-Phase Resilience +5% other ------- Wards +2 physical Talents +2 Ward +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 10.22 to 12.26 physical damage Puts all charms on 6 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
elm starstaff (100% power, 2 apr, physical element)5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% physical other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elm starstaff of power (107% power, 2 apr, physical element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 107% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +10 (+5 eff.) Damage +13% physical other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Bloomscar1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% light +9% nature On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +6% lightning +6% temporal +3% darkness A belt that goes around your waist. |
insulating rough leather belt of the giants1.0 Encumbrance T1 belt armor [Ego] Master While equipped: offense ------ Physical Power +3 (+3 eff.) defense ------ Resistance +5% fire +5% cold Spell save +6 (+6 eff.) other ------- Size +1 A belt that goes around your waist. |
rough leather belt 'Quenchbile'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Resistance +9% blight +3% cold +5% arcane +3% mind Crit Resistance 10.00% Spell save +12 (+9 eff.) Mind save +6 (+3 eff.) Life +36.00 A belt that goes around your waist. |
Adoyavena the Shadowbiter (7 def, 12 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Str offense ------ Physical Crit +1.0% Critical power +5.00% defense ------ Armor +12 Defense +7 (+2 eff.) Resistance +3% acid +3% darkness Physical save +11 (+5 eff.) Spell save +10 (+8 eff.) Mind save +10 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Unrurab (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +2 Wil defense ------ Defense +1 (+0 eff.) Resistance +3% blight +1% physical Crit Resistance 5.00% Physical save +3 (+1 eff.) Unlife -60.00 life Blind Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Normal] While equipped: defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of the Shaloren (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane While equipped: Stats +1 Mag +1 Wil defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellwoven linen robe of the mountain (+12%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane/Nature While equipped: offense ------ Spell Crit +2% Spellpower +2 (+1 eff.) Damage +12% physical defense ------ Resistance +7% all +12% physical Spell save +16 (+11 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
invigorating pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Nature While equipped: offense ------ Move Speed +10% defense ------ Armor +1 Fatigue -4% Life +30.00 other ------- Stamina/turn +0.20 A pair of boots made of leather. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 other ------- Stamina/turn +0.30 Max stamina +10.00 A pair of boots made of leather. |
Betada the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: offense ------ Critical power +10.00% Spellpower +5 (+2 eff.) On-Hit 10 darkness Damage +6% darkness +18% arcane defense ------ Armor +2 Fatigue +3% Resistance +7% darkness Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Max mana +60.00 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. |
naturalist's iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 5 nature Damage +4% nature defense ------ Armor +1 Fatigue +1% Resistance +6% nature 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. |
rough leather gloves of magic (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +3% arcane defense ------ Armor +1 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. |
Brodusahek the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +12% cold defense ------ Defense +1 (+0 eff.) Resistance +2% physical +18% cold Healmod +10% Pinning Resist +10% Teleport Resist +20% A pointy cloth hat, very wizardly... |
clarifying linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Psionic While equipped: Stats +2 Cun defense ------ Defense +1 (+0 eff.) Mind save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
clarifying linen wizard hat of the mind (+11%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Psionic While equipped: Stats +3 Cun offense ------ Damage +11% mind defense ------ Defense +1 (+0 eff.) Resistance +11% mind Mind save +5 (+3 eff.) A pointy cloth hat, very wizardly... |
iron helm 'Neraba' (0 def, 11 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Str +1 Wil offense ------ Damage +6% physical defense ------ Armor +11 Fatigue +5% other ------- Stamina when Hit +1.00 EQ when Hit +0.80 Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of light (+15%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: offense ------ Damage +10% light defense ------ Defense +1 (+0 eff.) Resistance +15% light A pointy cloth hat, very wizardly... |
Arthuneg the iron mail armour (7 def, 16 armour)14.0 Encumbrance T1 heavy armor [Rare] Psionic While equipped: Stats +2 Cun +3 Mag offense ------ Damage +12% acid defense ------ Armor +16 Defense +7 (+2 eff.) Fatigue +12% Resistance +6% cold Mind save +11 (+5 eff.) Confus Resist +20% other ------- Light +2 A suit of armour made of mail. |
Arikalthondur (3 def, 4 armour)9.0 Encumbrance T1 light armor [Rare] Nature While equipped: offense ------ When Hit 4 mind defense ------ Armor +4 Defense +3 (+1 eff.) Fatigue +6% Resistance +5% arcane Life +24.00 Life Regen +4.00 Healmod +20% A suit of armour made of leather. |
Spinal Cage (5 def, 8 armour)9.0 Encumbrance T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex defense ------ Armor +8 Defense +5 (+2 eff.) Fatigue +3% Resistance +15% physical Bone Grab: Effective talent level: 2.0 Power cost 15 out of 30/30. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 37.52 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
4 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. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Aerudravor the iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Dex offense ------ Mindpower +5 (+2 eff.) Damage +6% nature Ignore resists +5% mind When Hit 4 mind On-Hit (Melee): * 10% chance to reduce armor by 23% defense ------ Resistance +11% nature +9% acid other ------- See Invisibility +9 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Skygasher (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Damage +15% lightning +6% arcane defense ------ Fatigue -5% Resistance +9% lightning While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
10 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 22 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 145 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
iron torque of gale force 'Elenoregondur' [power 100] (11 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +5 Mag +1 Wil offense ------ Spellpower +5 (+2 eff.) Mindpower +5 (+2 eff.) Damage +6% blight Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 132 physical damage Puts all charms on 11 turn cooldown 100% to heal for 31. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 122] (11 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 11 turn cooldown Natural totems are made by powerful wilders to store nature power. |
3 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. |
8 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. |
12 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 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Dio without the world on the Drem Rogue level 10
28th Voratun 122nd year of Ascendancy at 02:05 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Dio without the world on the Drem Rogue level 12
6th Profit 122nd year of Ascendancy at 00:15 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Dio without the world on the Drem Rogue level 12
3rd Profit 122nd year of Ascendancy at 23:04 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Dio without the world on the Drem Rogue level 17
19th Dearth 122nd year of Ascendancy at 18:23 see stats
Log
Resting starts...
Talent Infusion: Healing is ready to use.
Talent Shadow Dance is ready to use.
Rested for 9 turns (stop reason: hostile spotted to the south (Xida the master vampire)).
Dio without the world on uses Throwing Knives.
Dio without the world on 's Throwing Knife performs a melee critical strike against Xida the master vampire!
Dio without the world on casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Phantasmal Shield hits Dio without the world on for 86 light damage.
Dio without the world on 's Throwing Knife hits Xida the master vampire for 88 physical damage.
Xida the master vampire casts Mudslide.
Dio without the world on is knocked back!
Xida the master vampire hits Dio without the world on for 167 physical damage.
Dio without the world on uses Infusion: Healing.
Dio without the world on receives 134 healing from Infusion: Healing.
Dio without the world on uses Tumble.
Resting starts...
Rested for 1 turns (stop reason: hostile spotted to the south (Xida the master vampire)).
Dio without the world on uses Throwing Knives.
Xida the master vampire is poisoned!
Xida the master vampire casts Rune: Acid Wave.
Dio without the world on is disarmed!
Xida the master vampire hits Dio without the world on for 166 acid damage.
Dio without the world on 's Throwing Knife hits Xida the master vampire for 50 physical damage.
Xida the master vampire casts Pulverizing Auger.
Xida the master vampire hits Dio without the world on for 165 physical damage.
Dio without the world on the level 18 drem rogue was raked to death by Xida the master vampire on level 2 of Old Forest.






































































































