









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 | Higher |
| Class | Anorithil |
| Level / Exp | 19 / 21% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 19 on the 31st Dusk 122nd year of Ascendancy at 00:21 / 1 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 18 (base 10) |
| Constitution | 55 (base 36) |
| Magic | 67 (base 47) |
| Willpower | 20 (base 10) |
| Cunning | 34 (base 13) |
Resources
| Life | -38/670 |
| Positive | 84/104 |
| Negative | 66/104 |
| Healing Factor | 1.414935892727 |
| Regeneration | 4.5985416513626 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 6 |
| Infravision | 6 |
| See Invisible | 6.0000000000004 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 34 |
| Crit Chance | 17% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Light | +11% |
| Nature | +11% |
| Darkness | +9% |
| Arcane | +29% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Acid | +15% |
| Light | +20% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 7 (35.65183292883%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 34 |
| Mental Save | 22 |
Defense: Resistances
| Arcane | + 21%( 70%) |
| Cold | + 22%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 25%( 70%) |
| Light | + 50%( 70%) |
| Temporal | + 22%( 70%) |
| Darkness | + 31%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 34%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Stun Resistance | 20% |
| Blind Resistance | 37% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 95 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 Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 107.64 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous 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. |
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
| Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | Improves/gives invisibility (power 12), reducing damage dealt by 40%. Invisibility |
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 lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Constitution 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 |
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. | 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: * You've found the needed green worm. * You've found the needed length of troll intestine. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
You 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 within9 lumberjacks have died. | done |
Equipment
| On feet | pair of iron boots 'Glulravena' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +2 Wil +1 Cun +7 Con defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +5% temporal Crit Resistance 10.00% other ------- Hate-on-crit +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Gloomwild the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Con offense ------ Ignore resists +5% darkness defense ------ Resistance +6% lightning +9% cold +6% light Physical save +6 (+3 eff.) Healmod +11% 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 | Artharoddafang the Splendourclamor (1 def, 2 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+2 eff.) Ignore resists +20% light defense ------ Armor +2 Defense +1 (+0 eff.) Resistance +3% temporal +3% light +6% darkness Silence Resist +20% other ------- Psi/turn +0.10 A pointy cloth hat, very wizardly... |
| Tool | ash wand of shielding 'Darkblast' [power 182] (20 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: Stats +3 Wil offense ------ Damage +6% darkness When Hit 2 mind Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Armilathafang the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Cun offense ------ Damage +11% nature defense ------ Resistance +22% nature Physical save +3 (+1 eff.) Life +60.00 Knockbk Resist +10% other ------- Max hate +2.00 Rings make your fingers look great! |
| On fingers | copper ring 'Deledunachak'0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +4 Con offense ------ Damage +11% light Accuracy +25 (+9 eff.) defense ------ Resistance +22% light Crit Resistance 15.00% other ------- See Invisibility +6 Rings make your fingers look great! |
| Around waist | Emiyann1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Dex +1 Wil +4 Cun +6 Lck offense ------ Critical power +5.00% Spellpower +5 (+1 eff.) Mindpower +20 (+8 eff.) defense ------ Stealth +6 other ------- Disarm Traps +7 Psi when Hit +0.08 Max vim +20.00 Infravision +4 A belt that goes around your waist. |
| In main hand | ash magestaff 'Hanelathabar' (15-18 power, 3 apr, lightning element)5.0 Encumbrance T2 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +5.0% Spell Crit +13% Mind Crit +3% Critical power +10.00% Physical Power +5 (+4 eff.) Spellpower +12 (+4 eff.) Mindpower +5 (+3 eff.) Damage +15% lightning +3% mind Ignore resists +15% acid Accuracy +5 (+2 eff.) defense ------ Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | hardened leather gloves 'Polurin' (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Dex +5 Mag +2 Cun +2 Con offense ------ Damage +7% arcane Accuracy +5 (+2 eff.) Ignore Armor +8 defense ------ Armor +2 Life Regen +3.00 other ------- Stamina/turn +1.00 Max stamina +13.00 Infravision +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +9 Cun +9 Mag offense ------ Spell Crit +20% Spellpower +15 (+5 eff.) Damage +22% 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. |
| Cloak | resilient linen cloak of mindcraft (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Nature/Psionic While equipped: Stats +2 Cun +3 Wil offense ------ Mind Crit +4% defense ------ Defense +1 (+0 eff.) Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Nightworth the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +3% darkness defense ------ Defense +5 (+2 eff.) Resistance +10% light +13% darkness Physical save +3 (+1 eff.) Spell save +6 (+3 eff.) Life +40.00 Blind Resist +22% Stun Resist +20% Amulets make your neck look great! |
Inventory
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of mastery (0.11 Celestial / Eclipse)0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: other ------- Masteries +0.11 Celestial/Eclipse Amulets make your neck look great! |
grounding copper amulet of mastery (0.11 Celestial / Light)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +10% lightning Stun Resist +23% other ------- Masteries +0.11 Celestial/Light Amulets make your neck look great! |
clarifying steel amulet of strength (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +12% mind Confus Resist +24% Amulets make your neck look great! |
Lightreeve0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Ignore resists +5% light When Hit 6 acid 2 nature 2 light On-Hit (Melee): * 20% chance to reduce armor by 36% defense ------ Life +20.00 Disarm Resist +23% Pinning Resist +21% Knockbk Resist +23% Rings make your fingers look great! |
warrior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Str defense ------ Armor +4 Rings make your fingers look great! |
wizard's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Life +20.00 Disarm Resist +24% Pinning Resist +22% Knockbk Resist +23% Rings make your fingers look great! |
Dourzeal the elm starstaff (10-12 power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +6 Mag offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +16% darkness defense ------ Defense +22 (+11 eff.) other ------- Light +2 See Invisibility +9 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 52.65 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. |
caustic iron battleaxe (12-18 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Ego+] Nature Weapon Damage 12.0 - 18.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-crit, radius 2 +10 acid +12 nature While equipped: offense ------ Ignore resists +7% acid +10% nature Ignore Armor +9 Massive two-handed battleaxes. |
balanced iron longsword of massacre (17-24 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego] Master Weapon Damage 17.0 - 23.8 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +5 (+2 eff.) Disarm Resist +21% Sharp, long, and deadly. |
Pyrebender the steel mace (20-27 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon Reqs Str 16 [Random Unique] Master/Psionic Weapon Damage 19.5 - 27.3 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Critical: * Wound the target dealing 43 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +6.0% Physical Power +7 (+5 eff.) Damage +12% fire When Hit 2 fire other ------- Light +3 Blunt and deadly. |
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. |
exposing steel steamsaw (14-20 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Str 16 Steam Pool [Ego] Psionic/Steamtech Weapon Damage 13.5 - 20.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +24 Uses 1.0 Steam While equipped: offense ------ On-Hit (Melee): * 7% chance to reduce all saves and defense by 24 When Hit: * 14% chance to reduce all saves and defense by 24 defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
windwalling steel steamsaw of massacre (22-32 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Str 16 Steam Pool [Ego+] Master/Psionic/Steamtech Weapon Damage 21.5 - 32.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +26 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Wil defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% Resistance +11% physical Windwall +20 Slow Projectiles +12% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
cured leather armour 'Ce'Nerin' (6 def, 4 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Random Unique] Master While equipped: offense ------ Damage +9% mind defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +33% lightning +3% mind +17% acid A suit of armour made of leather. |
cured leather armour 'Radiancegrind' (11 def, 8 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +5 Str +4 Dex +4 Mag +4 Wil +4 Cun offense ------ Damage +9% light Ignore Armor +2 When Hit 6 light defense ------ Armor +8 Defense +11 (+5 eff.) Fatigue +7% Resistance +17% fire Mind save +12 (+6 eff.) Life +46.00 A suit of armour made of leather. |
radiant steel mail armour of stability (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego+] Nature/Master While equipped: Stats +1 Wil defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +11% blight +6% physical +11% darkness Physical save +10 (+5 eff.) other ------- Light +1 A suit of armour made of mail. |
steel mail armour of cold resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +15% cold A suit of armour made of mail. |
insulating rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Resistance +5% blight +5% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
linen cloak 'Ce'Nunne' (1 def, 2 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +2 Str +4 Dex +2 Wil offense ------ Ignore Armor +2 defense ------ Armor +2 Defense +1 (+0 eff.) Mind save +6 (+3 eff.) other ------- Stamina/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Lightsmash' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +4 Str offense ------ Damage +12% acid When Hit 8 light defense ------ Defense +1 (+0 eff.) Resistance +6% acid +6% fire +6% lightning +5% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Belytha the pair of rough leather boots (15 def, 5 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce armor by 36% defense ------ Armor +5 Defense +15 (+7 eff.) Teleport Resist +20% other ------- Stamina/turn +0.50 Max stamina +12.00 A pair of boots made of leather. |
grounding pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Nature While equipped: defense ------ Armor +1 Resistance +6% lightning +5% temporal A pair of boots made of leather. |
pair of rough leather boots 'Thunderpride' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +3 Con offense ------ Damage +6% lightning +12% mind Ignore resists +5% mind On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +1 Resistance +3% mind +3% lightning Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
rough leather gloves of strength (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Str offense ------ Physical Power +6 (+5 eff.) 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. |
storm rough leather gloves of strength (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Physical Power +6 (+5 eff.) On-Hit 5 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. |
linen wizard hat 'Ebonypanic' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +14% nature When Hit 8 darkness defense ------ Defense +1 (+0 eff.) Resistance +16% nature +9% lightning A pointy cloth hat, very wizardly... |
linen wizard hat of fire (+15%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +10% fire defense ------ Defense +1 (+0 eff.) Resistance +15% fire A pointy cloth hat, very wizardly... |
Erelolar the Noonglean (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +5 Str +1 Wil offense ------ Damage +10% physical Ignore resists +15% light defense ------ Defense +1 (+0 eff.) Resistance +10% physical Crit Resistance 5.00% other ------- See Invisibility +9 A pointy cloth hat, very wizardly... |
Halohad the Serpentglory (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +9% nature When Hit 6 nature defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +6% cold Spell save +6 (+3 eff.) Mind save +3 (+2 eff.) Life Regen +2.00 Poison Resist +10% other ------- Breathe water A cap made of leather. |
Isubremina the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +4 Dex +2 Cun +1 Con offense ------ Damage +9% mind Ignore resists +5% mind defense ------ Armor +1 Fatigue +1% Resistance +6% blight +6% darkness Spell save +6 (+3 eff.) Mind save +12 (+6 eff.) Circle of Sanctity: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.9 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 11 light damage to everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +1 Fatigue +1% A cap made of leather. |
bladed iron helm of constitution (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +3 Str +2 Con defense ------ Armor +3 Fatigue +5% 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 13.4 Physical damage. If the attack hits, the target is confused (29% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 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. |
8 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. |
3 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. |
3 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. |
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. |
127 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. |
iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str 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. |
Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 9 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 88.06 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Tarilia the Higher Anorithil level 12
6th Flare 122nd year of Ascendancy at 18:47 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Tarilia the Higher Anorithil level 10
7th Mirth 122nd year of Ascendancy at 09:13 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Tarilia the Higher Anorithil level 4
78th Pyre 122nd year of Ascendancy at 03:53 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Tarilia the Higher Anorithil level 16
16th Dusk 122nd year of Ascendancy at 20:38 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Tarilia the Higher Anorithil level 11
8th Mirth 122nd year of Ascendancy at 21:34 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Tarilia the Higher Anorithil level 14
8th Dusk 122nd year of Ascendancy at 11:51 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Tarilia the Higher Anorithil level 17
17th Dusk 122nd year of Ascendancy at 15:11 see stats
Log
Shadow hits Tarilia for (116 absorbed), 0 physical (0 total damage).
Shadow casts Blindside.
Shadow casts Blindside.
Shadow casts Fade.
Shadow fades!
Shadow hits Tarilia for 120 physical damage.
Melee retaliation hits Shadow for 47 light, 2 mind, 1 darkness (50 total damage).
Melee retaliation hits Shadow for 0 light, 0 mind, 0 darkness (0 total damage).
Melee retaliation hits Shadow for 49 light, 2 mind, 1 darkness (52 total damage).
Shadow hits Tarilia for 29 physical damage.
Shadow hits Tarilia for 55 physical damage.
Tarilia casts Healing Light.
Tarilia receives 259 healing.
Shadow casts Shadow Lightning.
Shadow casts Shadow Flames.
Shadow's spell attains critical power!
Shadow hits Tarilia for 29 physical damage.
Shadow hits Tarilia for 50 physical damage.
Melee retaliation hits Shadow for 46 light, 2 mind, 1 darkness (49 total damage).
Melee retaliation hits Shadow for 47 light, 1 mind, 1 darkness (49 total damage).
Melee retaliation hits Shadow for 50 light, 2 mind, 1 darkness (53 total damage).
Melee retaliation hits Shadow for 49 light, 2 mind, 1 darkness (52 total damage).
Shadow hits Tarilia for 28 physical damage.
Shadow hits Tarilia for 104 fire damage.
Shadow hits Tarilia for 29 physical damage.
Shadow hits Tarilia for 87 lightning damage.
Tarilia the level 19 higher anorithil was dissected to death by a shadow on level 3 of Heart of the Gloom.
Tarilia vanishes from sight.
















































































