









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! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Anorithil |
| Level / Exp | 16 / 87% |
| Size | medium |
| Lifes / Deaths | Killed by Ivurin the mean looking elven guard at level 16 on the 46th Dusk 122nd year of Ascendancy at 13:38 / 1 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 52 (base 30) |
| Magic | 49 (base 41) |
| Willpower | 26 (base 10) |
| Cunning | 15 (base 13) |
Resources
| Life | -80/457 |
| Positive | 62/95 |
| Negative | 40/95 |
| Healing Factor | 1.2893292187649 |
| Regeneration | 5.4796491797508 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -1.9984014443253E-12% |
| Spell | -2.9087843245179E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 19 |
| Accuracy | 7 |
| Crit Chance | 10% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Physical | +9% |
| Cold | +15% |
| All | 0% |
| Lightning | +11% |
| Light | +27% |
| Mind | +15% |
| Fire | +10% |
| Nature | +15% |
Offense: Damage Penetration
| Blight | +5% |
| Arcane | +20% |
Defense: Base
| Armour (hardiness) | 22 (60%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 36 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 14%( 70%) |
| Arcane | + 18%( 70%) |
| Cold | + 59%( 70%) |
| All | + 14%( 70%) |
| Lightning | + 28%( 70%) |
| Temporal | + 24%( 70%) |
| Darkness | + 28%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 57%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Confusion Resistance | 43% |
| Silence Resistance | 44% |
| Stun Resistance | 63% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 152 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 91 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 Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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 Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse 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 unleash a cone dealing 70.38 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Sunlight | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 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 |
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 lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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. | 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 has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * '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.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| On feet | Gadhenor the Tundraenvy (10 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +1 Dex defense ------ Armor +1 Defense +10 (+3 eff.) Resistance +18% cold Silence Resist +24% Confus Resist +20% Stun Resist +23% other ------- Stamina/turn +3.00 A pair of boots made of leather. |
| Light source | brass lantern 'Torendur'2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Dex offense ------ Physical Crit +2.0% Damage +9% physical When Hit 6 mind defense ------ Armor +2 Defense +15 (+5 eff.) other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Fulyndur the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% lightning defense ------ Defense +1 (+0 eff.) Resistance +16% lightning +9% cold Physical save +12 (+6 eff.) Silence Resist +20% Disarm Resist +10% A pointy cloth hat, very wizardly... |
| Tool | iron torque of gale force 'Salatira' [power 100] (15/15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: defense ------ Defense +15 (+5 eff.) Blind Resist +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 109 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Cyrymira0.1 Encumbrance T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +1 Con defense ------ Spell save +17 (+7 eff.) Mind save +7 (+4 eff.) Life +20.00 Life Regen +4.00 Confus Resist +23% Stun Resist +40% other ------- Max stamina +11.00 Rings make your fingers look great! |
| On fingers | Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.70 cold and 12.03 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 16/60 This azure ring seems to be always moist to the touch. |
| Around waist | Elenamalar1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Str +1 Cun +6 Con offense ------ Mindpower +4 (+2 eff.) defense ------ Resistance +5% arcane Crit Resistance 5.00% Mind save +6 (+3 eff.) A belt that goes around your waist. |
| In main hand | ash magestaff 'Xeroda' (15-18 power, 3 apr, light element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +1 Mag offense ------ Spell Crit +8% Critical power +11.00% Spellpower +9 (+3 eff.) Damage +15% light Ignore resists +5% blight +20% arcane Ignore Shields +10% defense ------ Defense +10 (+3 eff.) Resistance +6% darkness +12% temporal Shield Power +7% Out-of-Phase Defense +8 Out-of-Phase Resistance +9% Out-of-Phase Resilience +7% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Wyrmbreath (0 def, 4 armour)1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Effective talent level: 2.0 Power cost 24 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 98.37 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| Cloak | Kindlewasp the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con offense ------ Damage +12% light On-Hit (Melee): * 10% chance to reduce armor by 31% 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. |
| Around neck | copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
regeneration infusion of the sneak (heal 131; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 131 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
restful steel amulet of strength (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Str defense ------ Fatigue -5% Life Regen +2.00 Amulets make your neck look great! |
copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Blind Resist +20% other ------- Infravision +3 See Stealth +6 See Invisibility +6 Rings make your fingers look great! |
marksman's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +4 Dex offense ------ Accuracy +8 (+8 eff.) defense ------ Life +21.00 Disarm Resist +21% Pinning Resist +22% Knockbk Resist +21% Rings make your fingers look great! |
rogue's steel ring of blight (+11%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun offense ------ Damage +11% blight defense ------ Defense +6 (+2 eff.) Resistance +11% blight Rings make your fingers look great! |
warrior's steel ring of blight (+11%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Damage +11% blight defense ------ Armor +6 Resistance +11% blight Rings make your fingers look great! |
wizard's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Blind Resist +22% other ------- Infravision +3 See Stealth +5 See Invisibility +5 Rings make your fingers look great! |
cruel ash starstaff of illumination (15-18 power, 3 apr, light element)5.0 Encumbrance T2 staff 2H weapon [Ego] Nature/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag 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 +8% Critical power +11.00% Spellpower +6 (+2 eff.) Damage +15% light defense ------ Defense +5 (+2 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 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 82.41 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. |
iron greatsword of crippling (16-26 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego+] Master Weapon Damage 16.0 - 25.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% Massive two-handed swords. |
Armagobar the iron waraxe (10-14 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Master Weapon Damage 10.0 - 14.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +2 Str offense ------ Damage +5% physical Accuracy +6 (+6 eff.) defense ------ Resistance +3% fire +5% arcane +3% mind Crit Resistance 15.00% Physical save +9 (+4 eff.) Poison Resist +10% One-handed war axes. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
coruscating iron shield of fire resistance (+27%) (0 def, 2 armour, 18.5 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Str offense ------ When Hit 1 fire defense ------ Armor +2 Fatigue +8% Resistance +27% fire other ------- Talents +1 Block Handheld deflection devices. |
iron shield of the stars (0 def, 2 armour, 19 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Cun +2 Mag offense ------ Damage +11% light +11% darkness defense ------ Armor +2 Fatigue +8% Resistance +10% light +10% darkness other ------- Talents +1 Block Handheld deflection devices. |
stormwoven linen robe of lightning (+21%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego+] Nature While equipped: Stats +4 Str +5 Mag +4 Wil offense ------ Damage +17% lightning +5% physical +6% cold defense ------ Resistance +21% lightning +5% cold +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mardayon the woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane While equipped: Stats +2 Cun offense ------ Mindpower +10 (+5 eff.) Damage +25% darkness +15% blight defense ------ Resistance +15% blight +3% lightning +37% darkness +9% all Disease Resist +10% Disarm Resist +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+5 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
nightruned rough leather belt1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: defense ------ Resistance +6% light +5% darkness A belt that goes around your waist. |
rough leather belt 'Dawnshaper'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Cun +3 Wil offense ------ Damage +3% acid +3% light Ignore resists +20% acid Against +19% Summoned On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +9% light Resist Against +18% Summoned A belt that goes around your waist. |
rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Kegen the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Str +1 Wil +1 Con defense ------ Defense +1 (+0 eff.) Crit Resistance 5.00% other ------- Infravision +2 See Invisibility +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Khelohek the Umbrawyrd (20 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +3 Wil +1 Con offense ------ Ignore resists +5% darkness defense ------ Armor +1 Defense +20 (+7 eff.) Resistance +6% lightning +5% temporal other ------- See Invisibility +9 A pair of boots made of leather. |
pair of rough leather boots 'Tempestfear' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +7 Str defense ------ Armor +1 Resistance +3% lightning Unlife -60.00 life Life Regen +2.00 Healmod +11% A pair of boots made of leather. |
Boryndur the Brandstoker (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +3 Dex offense ------ Mindpower +20 (+10 eff.) Damage +3% fire Accuracy +12 (+12 eff.) defense ------ Armor +1 Resistance +9% light Mind save +6 (+3 eff.) other ------- Hate-on-crit +1.00 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. |
storm rough leather gloves of strength (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +6 (+6 eff.) On-Hit 6 lightning Damage +3% lightning defense ------ Armor +1 Resistance +5% lightning 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. |
iron gauntlets of magic (+2) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag offense ------ Damage +4% arcane defense ------ Armor +1 Fatigue +1% 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. |
Coalhash the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Damage +11% light +3% darkness Ignore resists +5% darkness When Hit 6 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 17% * 10% chance to reduce armor by 31% defense ------ Defense +1 (+0 eff.) Resistance +16% light A pointy cloth hat, very wizardly... |
rough leather cap 'Starusher' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Critical power +10.00% Damage +3% lightning Ignore resists +10% light defense ------ Armor +1 Fatigue +1% Physical save +11 (+5 eff.) other ------- Max psi +10.00 Light +2 A cap made of leather. |
6 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. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 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. |
8 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. |
4 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. |
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. |
Abyssrock (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str offense ------ Ignore resists +15% fire Accuracy +4 (+4 eff.) defense ------ Resistance +3% nature Crit Resistance 10.00% Healmod +5% Blind Resist +20% Silence Resist +20% other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
piercing steel torque of mindblast [power 170] (15/15 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 196 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Kilnblood the elm totem of stinging [power 116] (15/15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Damage +9% acid Ignore resists +25% fire When Hit 2 arcane On-Hit (Melee): * 10% chance to reduce armor by 31% Sting an enemy dealing 133 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to reduce fatigue by 23% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Amusantir the Hailsun [power 188] (15/20 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: offense ------ Ignore resists +15% mind defense ------ Resistance +3% mind +3% cold Create a shield absorbing up to 201 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to reduce 1 talent cooldowns by 2. 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to heal for 44. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Mara the Shalore Anorithil level 14
4th Flare 122nd year of Ascendancy at 20:46 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Mara the Shalore Anorithil level 10
4th Mirth 122nd year of Ascendancy at 09:26 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Mara the Shalore Anorithil level 4
77th Pyre 122nd year of Ascendancy at 17:56 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Mara the Shalore Anorithil level 9
2nd Mirth 122nd year of Ascendancy at 15:06 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Mara the Shalore Anorithil level 14
2nd Dusk 122nd year of Ascendancy at 21:29 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Mara the Shalore Anorithil level 16
44th Dusk 122nd year of Ascendancy at 18:09 see stats
Log
Rotting Disease from Ivurin the mean looking elven guard hits Mara for 17 blight damage.
Only Ashes Left from Ivurin the mean looking elven guard hits Mara for 10 darkness damage.
Poison from Mara hits Ivurin the mean looking elven guard for 7 nature damage.
Mara feels pain again.
Rotting Disease from Ivurin the mean looking elven guard hits Mara for 17 blight damage.
Only Ashes Left from Ivurin the mean looking elven guard hits Mara for 10 darkness damage.
Ivurin the mean looking elven guard stops being poisoned.
Rotting Disease from Ivurin the mean looking elven guard hits Mara for 17 blight damage.
Only Ashes Left from Ivurin the mean looking elven guard hits Mara for 10 darkness damage.
Ivurin the mean looking elven guard recovers sight.
Ivurin the mean looking elven guard casts Flame Leash.
Mara is afflicted by a decrepitude disease!
Ivurin the mean looking elven guard is poisoned!
Ivurin the mean looking elven guard slows down.
Ivurin the mean looking elven guard performs a melee critical strike against Mara!
Ivurin the mean looking elven guard hits Mara for 31 blight, 2 cold, 70 blight (103 total damage).
Melee retaliation hits Ivurin the mean looking elven guard for 4 nature, 16 light, 21 nature, 6 mind, 4 nature, 16 light, 21 nature, 6 mind (96 total damage).
Ivurin the mean looking elven guard's fire area effect hits Mara for 24 fire damage.
Only Ashes Left from Ivurin the mean looking elven guard hits Mara for 12 darkness damage.
Decrepitude Disease from Ivurin the mean looking elven guard hits Mara for 20 blight damage.
Rotting Disease from Ivurin the mean looking elven guard hits Mara for 21 blight damage.
Mara uses her iron torque of gale force 'Salatira'!
Mara hits Ivurin the mean looking elven guard for 102 physical damage.
Poison from Mara hits Ivurin the mean looking elven guard for 7 nature damage.
Ivurin the mean looking elven guard casts Drain.
Ivurin the mean looking elven guard hits Mara for 82 blight damage.
Mara the level 16 shalore anorithil was diseased to death by Ivurin the mean looking elven guard on level 3 of Rhaloren Camp.


















































































