










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 1.7.0This 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! ZOmnibus 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 | 20 / 1% |
| Size | medium |
| Lifes / Deaths | Killed by Assassin Lord at level 20 on the 59th Dusk 122nd year of Ascendancy at 21:39 / 1 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 39 (base 36) |
| Magic | 51 (base 47) |
| Willpower | 19 (base 10) |
| Cunning | 21 (base 13) |
Resources
| Negative | 26/107 |
| Vim | 176/176 |
| Life | -92/491 |
| Positive | 87/107 |
| Steam | 100/100 |
| Healing Factor | 1.3162543368031 |
| Regeneration | 5.5940809314132 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 3 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 24 |
| Accuracy | 20 |
| Crit Chance | 9% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +25% |
| Acid | +18% |
| Light | +17% |
| Temporal | +6% |
| Darkness | +12% |
| Arcane | +11% |
| Fire | +15% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +5% |
| Lightning | +5% |
| Light | +15% |
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 6 (35.65183292883%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 22 |
| Mental Save | 17 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 25%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 45%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 34%( 70%) |
| Light | + 39%( 70%) |
| Temporal | + 19%( 70%) |
| Mind | + 20%( 70%) |
| Darkness | + 30%( 70%) |
| Fire | + 37%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Stun Resistance | 24% |
| Instadeath Resistance | 100% |
| Teleport Resistance | 10% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 217 damage for 4 turns. Its effects scale with your Magic stat. |
| 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 54 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. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse 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 unleash a cone dealing 72.22 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 Dexterity 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 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Sunlight | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 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 |
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 defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Scintillating Caves. Escort: lost tinker (level 3 of Scintillating Caves)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Track (+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 |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed xorn fragment. * You've found the needed orc heart. | 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Gliwen2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Defense +5 (+2 eff.) Resistance +3% blight Physical save +5 (+2 eff.) Unlife -80.00 life Life Regen +4.00 Healmod +10% Teleport Resist +10% 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 | Isegara the cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Random Unique] Arcane/Nature While equipped: offense ------ Spellpower +6 (+2 eff.) Damage +10% cold +11% light +6% temporal Ignore resists +15% temporal defense ------ Defense +2 (+1 eff.) Resistance +16% light +15% cold Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Mana/turn +1.20 Mana when Hit +1.00 Max mana +43.00 Manaflow: Puts all charms on 40 turn cooldown Effective talent level: 1.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 10 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | quick iron torque of clear mind [power 1] (19 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 19 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | Daimorin the Blazevortex0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Cun offense ------ Damage +10% fire Ignore resists +5% light defense ------ Resistance +3% light +20% fire other ------- Infravision +3 See Invisibility +3 Rings make your fingers look great! |
| Around waist | Tarristir the Gleamglean1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +6% light Ignore resists +5% lightning +5% light On-Hit (Melee): * 10% chance to reduce damage dealt by 12% defense ------ Resistance +12% lightning +5% temporal +3% light other ------- Light +2 A belt that goes around your waist. |
| In main hand | ash vilestaff 'Druromitir' (18-22 power, 3 apr, acid element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 18.0 - 21.6 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 +2 Mag +2 Wil offense ------ Spell Crit +2% Spellpower +16 (+5 eff.) Damage +18% acid Ignore Shields +10% defense ------ Defense +13 (+6 eff.) Resistance +9% blight Shield Power +7% other ------- Max mana +42.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | cinder hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Str offense ------ Physical Power +6 (+3 eff.) On-Hit 7 fire Damage +5% fire defense ------ Armor +2 Resistance +6% fire 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. |
| Main armor | shimmering woollen robe of darkness (+18%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Arcane While equipped: offense ------ Damage +11% arcane +12% darkness defense ------ Resistance +18% darkness +9% all other ------- Max mana +13.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Belikira the Lightire (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Ignore resists +5% light Accuracy +16 (+8 eff.) When Hit 4 light defense ------ Defense +1 (+0 eff.) Fatigue -4% Resistance +5% arcane +6% light Life +50.00 other ------- Max stamina +14.00 Light +3 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 'Blackvalor'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Mind Crit +1% Ignore resists +5% darkness defense ------ Resistance +11% lightning +6% mind Mind save +3 (+3 eff.) Stun Resist +24% other ------- Psi when Hit +0.12 Max psi +50.00 Amulets make your neck look great! |
Inventory
medical injector implant (efficiency 116% / cooldown 58%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 116% efficiency and cooldown mod of 58%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
wild infusion of the titan (res 23%; physical; dur 2; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 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 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, lightning, nature, temporal)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 3 physical, 4 lightning, 4 nature, 4 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet 'Darkwake'0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag offense ------ Damage +15% physical Ignore resists +5% darkness Accuracy +5 (+2 eff.) defense ------ Defense +5 (+2 eff.) Amulets make your neck look great! |
copper amulet of dexterity (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets make your neck look great! |
restful copper amulet of strength (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Str defense ------ Fatigue -4% Life Regen +2.00 Amulets make your neck look great! |
starlit copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% light +10% darkness Blind Resist +21% Amulets make your neck look great! |
mule's copper ring of lightning (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +10% lightning defense ------ Fatigue -4% Resistance +20% lightning other ------- Encumbrance +20 Rings make your fingers look great! |
cruel ash starstaff of illumination (15-18 power, 3 apr, darkness 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 +7% Critical power +11.00% Spellpower +6 (+2 eff.) Damage +15% darkness defense ------ Defense +6 (+3 eff.) other ------- Light +2 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 81.82 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. |
dwarven-steel greatsword (34-55 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Normal] Weapon Damage 34.5 - 55.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% Massive two-handed swords. |
Layybrera the Shadowblast (11-14 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Nature Weapon Damage 11.0 - 14.3 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +7 nature +8 darkness On-crit, radius 2 +4 blight While equipped: offense ------ Damage +6% darkness defense ------ Resistance +6% darkness Sharp, short and deadly. |
Unerring Scalpel (15-20 power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+10 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. |
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. |
Dawnblur (0 def, 4 armour, 40 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Random Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Str +2 Mag offense ------ On-Hit 6 acid When Hit 1 acid defense ------ Armor +4 Fatigue +8% Resistance +15% lightning +10% physical other ------- See Invisibility +6 Talents +1 Block Handheld deflection devices. |
focusing woollen robe of fire (+24%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Damage +16% fire defense ------ Resistance +9% all +24% fire other ------- Mana/turn +0.12 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of lightning (+15%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature While equipped: offense ------ Damage +10% lightning defense ------ Resistance +15% lightning +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather belt 'Forestrot'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Str +4 Dex offense ------ Damage +6% cold defense ------ Resistance +6% lightning +6% temporal +3% nature Crit Resistance 5.00% A belt that goes around your waist. |
rough leather belt 'Shockvice'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% lightning When Hit 4 lightning 2 cold On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +16% lightning +7% temporal +9% cold 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. |
linen cloak 'Elewe' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con offense ------ Accuracy +5 (+2 eff.) On-Hit (Melee): * 10% chance to reduce armor by 33% defense ------ Defense +1 (+0 eff.) Resistance +12% cold other ------- Stamina/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Voryyarin (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Str offense ------ Spellpower +4 (+1 eff.) Damage +3% arcane defense ------ Armor +1 Resistance +5% arcane other ------- Infravision +1 See Invisibility +12 A pair of boots made of leather. |
pair of rough leather boots 'Polomiwe' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Str +1 Dex +2 Cun defense ------ Armor +1 Fatigue -5% Physical save +5 (+2 eff.) other ------- Encumbrance +20 Infravision +2 A pair of boots made of leather. |
Shineward (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Critical power +5.00% Spellpower/crit +10 Ignore Shields +10% defense ------ Armor +3 Fatigue +2% Resistance +6% fire +6% cold Spell save +3 (+1 eff.) other ------- Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves 'Emelolelle' (5 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats +1 Dex offense ------ On-Hit 6 darkness Damage +4% darkness Accuracy +5 (+2 eff.) defense ------ Armor +1 Defense +5 (+2 eff.) Resistance +12% darkness +12% fire Mind save +3 (+3 eff.) other ------- Max stamina +10.00 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. |
steady hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex offense ------ Accuracy +17 (+8 eff.) defense ------ Armor +2 Physical save +6 (+3 eff.) Mind save +6 (+4 eff.) Disarm Resist +20% 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. |
linen wizard hat 'Cyrokira' (1 def, 6 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Physical Crit +2.0% Damage +11% fire Ignore resists +5% acid +10% physical +5% arcane defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +3% acid +16% fire Unlife -20.00 life A pointy cloth hat, very wizardly... |
Brenylathadur (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str offense ------ Critical power +5.00% Damage +12% physical Accuracy +25 (+12 eff.) When Hit 2 physical defense ------ Armor +1 Fatigue +1% other ------- Stamina/turn +1.00 A cap made of leather. |
Dawnidol the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str offense ------ Damage +3% mind +9% light Ignore resists +25% acid When Hit 2 light On-Hit (Melee): * 20% chance to reduce all saves and defense by 14 defense ------ Armor +1 Fatigue +1% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 54.7 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Salassra (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +5 Con offense ------ Damage +10% nature defense ------ Defense +1 (+0 eff.) Resistance +15% nature +3% light Mind save +3 (+3 eff.) Cut Resist +10% Silence Resist +10% A pointy cloth hat, very wizardly... |
Roothue (10 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ When Hit 2 arcane 2 nature defense ------ Armor +3 Defense +10 (+5 eff.) Fatigue +5% Resistance +6% cold Crit Resistance 10.00% Mind save +9 (+6 eff.) Life Regen +2.00 other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
10 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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. |
6 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. |
jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
112 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Beoblek2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +2 Con offense ------ Physical Crit +2.0% Accuracy +5 (+2 eff.) defense ------ Resistance +3% physical other ------- Light +9 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. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Grinulin the iron pickaxe (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +4 Str +1 Dex offense ------ Damage +6% nature +6% acid defense ------ Armor +2 Resistance +10% nature Physical save +6 (+3 eff.) 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 +3 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. |
elm totem of healing 'Murkgrind' [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +4 Wil offense ------ Mindpower +5 (+3 eff.) Damage +9% nature On-Hit (Melee): * 10% chance to slow global speed by 39% defense ------ Resistance +3% light +3% darkness Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown 100% to increase all damage by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Mara the Shalore Anorithil level 9
3rd Summertide 122nd year of Ascendancy at 07:31 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Mara the Shalore Anorithil level 10
5th Flare 122nd year of Ascendancy at 04:15 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Mara the Shalore Anorithil level 20
59th Dusk 122nd year of Ascendancy at 20:39 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 12:03 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Mara the Shalore Anorithil level 15
24th Dusk 122nd year of Ascendancy at 18:06 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Mara the Shalore Anorithil level 9
5th Mirth 122nd year of Ascendancy at 00:08 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Mara the Shalore Anorithil level 9
3rd Mirth 122nd year of Ascendancy at 13:00 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Mara the Shalore Anorithil level 17
32nd Dusk 122nd year of Ascendancy at 20:25 see stats
Log
Mara vanishes from sight.
Mara deactivates Secrets of the Eternals.
Mara is cut deeply.
Mara is covered in acid!
Mara is poisoned!
Mara is not dazed!
Melee retaliation hits Assassin Lord for 22 light, 10 darkness, 13 light, 6 darkness (51 total damage).
Assassin Lord hits Mara for 332 darkness, 18 darkness, 108 darkness, 23 darkness (482 total damage).
Mara activates Hymn of Shadows.
Mara deactivates Hymn of Perseverance.
A shield forms around Mara.
Mara casts Jumpgate: Teleport To.
Mara is out of phase.
Acid Splash from Assassin Lord hits Mara for (15 absorbed), 0 acid (0 total damage).
Deep Wound from Assassin Lord hits Mara for (46 absorbed), 0 physical (0 total damage).
Deadly Poison from Assassin Lord hits Mara for (38 absorbed), 0 nature (0 total damage).
Talent Moonlight Ray is ready to use.
Acid Splash from Assassin Lord hits Mara for (15 absorbed), 0 acid (0 total damage).
Deep Wound from Assassin Lord hits Mara for (46 absorbed), 0 physical (0 total damage).
Deadly Poison from Assassin Lord hits Mara for (38 absorbed), 0 nature (0 total damage).
Mara fails to use Healing Light.
Your shield crumbles under the damage!
The shield around Mara crumbles.
Talent Sunburst is ready to use.
Acid Splash from Assassin Lord hits Mara for 15 acid damage.
Deep Wound from Assassin Lord hits Mara for (35 absorbed), 11 physical (11 total damage).
Mara the level 20 shalore anorithil was corroded to death by Assassin Lord on level 2 of Unknown tunnels.

























































































