








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.6.7Official Expansion!Old RPG Tileset 1.0.1The work is by daftigod, I'm just putting this here so I can have the md5 check work. Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.6.7Official Expansion!Talent Point Planner 1.6.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.6.7Official 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 | Ghoul |
| Class | Corruptor |
| Level / Exp | 20 / 97% |
| Size | medium |
| Lifes / Deaths | Killed by Betavena the brown bear at level 20 on the 58th Dusk 122nd year of Ascendancy at 12:08 / 1 |
Primary Stats
| Strength | 20 (base 10) |
| Dexterity | 40 (base 27) |
| Constitution | 26 (base 12) |
| Magic | 48 (base 42) |
| Willpower | 19 (base 13) |
| Cunning | 30 (base 25) |
Resources
| Life | -92/587 |
| Steam | 100/100 |
| Vim | 22/72 |
| Healing Factor | 1.4324489795919 |
| Regeneration | 5.0851938775512 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +92.08934837382% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 23 |
| Accuracy | 37 |
| Crit Chance | 12% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +26% |
| Blight | +57% |
| Physical | +10% |
| All | +5% |
| Darkness | +16% |
| Light | +20% |
| Temporal | +10% |
| Fire | +8% |
| Lightning | +11% |
Offense: Damage Penetration
| Cold | +5% |
| Darkness | +15% |
Defense: Base
| Armour (hardiness) | 18 (58.391959798995%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 32 |
| Mental Save | 24 |
Defense: Resistances
| Darkness | + 45%( 70%) |
| Lightning | + 24%( 70%) |
| Light | + 50%( 70%) |
| Cold | + 29%( 70%) |
| Blight | + 27%( 70%) |
| Acid | + 26%( 70%) |
| Fire | + 38%( 70%) |
| All | + 19%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Bleed Resistance | 100% |
| Confusion Resistance | 20% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 80% |
| Stun Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 23 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 62 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 Cunning stat. |
Class Talents
| Corruption / Blood | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Vim | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Blight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.18 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Curses | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Flame of Urh'Rok |
| talent | Overkill |
| talent | Blood Fury |
| talent | Dark Ritual |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| beneficial effect | Maximum life increased by 49. Sanguine Infusion |
| beneficial effect | The target's spellpower has been increased by 6. Spellsurge |
| beneficial effect | The target's blight and acid damage is increased by 21%. Bloodfury |
Quests
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
Escort the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest) | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed chunk of ghoul flesh. | 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 within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Adowen the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Wil dps ---------- Phys.crit +3.0% Spell.crit +4% Spell.pwr +5 (+2 eff.) Dmg.mod +6% blight ----- def ----- Armour +3 Fatigue +2% Silence- +20% Confus- +20% Stun/Frz- +23% ---------- misc Vim/s.crit +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Sunspar (1 def, 0 armour) 2.0 T1 head armor [Rare] Arcane While equipped: Stats +4 Cun dps ---------- Spell.crit +2% Spell.pwr +2 (+1 eff.) Melee Ret 6 mind 6 light On Hit (Melee): * 10% chance to reduce armor by 35% ----- def ----- Defense +1 (+0 eff.) Resists +9% acid +3% light Mind.save +6 (+3 eff.) ---------- misc Mana/turn +0.11 A pointy cloth hat, very wizardly... |
| Tool | iron pickaxe 'Blastpower' (dig speed 20 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Wil +2 Cun dps ---------- Crit.mult +15.00% Dmg.mod +6% lightning Melee Ret 2 mind ----- def ----- Resists +6% darkness +6% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring 'Ravenspawner'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Spell.crit +3% Dmg.mod +6% darkness Res.pen +15% darkness ----- def ----- Spell.save +3 (+1 eff.) HP.reg +2.00 Stun/Frz- +22% ---------- misc Mana/turn +0.04 Rings can have magical properties. |
| On fingers | Mayidherin the steel ring0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +3 Str +2 Con dps ---------- Acc +10 (+4 eff.) Apr +8 ----- def ----- Armour +12 Defense +8 (+2 eff.) Crit.dmg- 5.00% Spell.save +12 (+6 eff.) Die.at -20.00 life ---------- misc Max.stam +12.00 Light +1 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| Around waist | nightruned rough leather belt of life1.0 T1 belt armor [Ego] Arcane/Nature While equipped: ----- def ----- Resists +5% light +6% darkness HP.reg +0.70 Heal.mod +10% A belt that goes around your waist. |
| In main hand | Gomira the Thunderlash (15-18 power, 3 apr, blight element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Wil +3 Con dps ---------- Spell.crit +12% Crit.mult +11.00% Spell.pwr +10 (+4 eff.) S.pwr/crit +2 Dmg.mod +15% blight ----- def ----- Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+2 eff.) HP.reg +0.60 Heal.mod +11% ---------- misc Mana/turn +0.04 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +10 (+4 eff.) ----- def ----- Armour +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. |
| Main armor | woollen robe 'Flarenail' (2 def, 2 armour)2.0 T2 cloth armor [Random Unique] Arcane/Master While equipped: Stats +3 Wil +1 Cun +1 Con dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +10% blight +3% fire +5% all Melee Ret 2 fire ----- def ----- Armour +2 Defense +2 (+0 eff.) Resists +10% blight +9% all Phys.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Cloak of Deception 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Resists +6% lightning Stun/Frz- +10% A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | Ce'Nyna the Hailraze0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) Dmg.mod +5% light +5% temporal +5% darkness +5% physical Res.pen +5% cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 25 ----- def ----- Resists +12% cold ---------- misc Masteries +0.18 Steamtech/Physics Amulets can have magical properties. |
Inventory
medical injector implant of the sneak (efficiency 141% / cooldown 67%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 141% efficiency and cooldown mod of 67%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
shatter afflictions rune of the duelist (absorb 60; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd 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 60 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the wizard (range 82; cd 10)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 82 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Eilinelrann0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +3 Dex +2 Mag +1 Wil +2 Cun +5 Con dps ---------- Crit.mult +5.00% Amulets can have magical properties. |
copper amulet 'Velewe'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex +2 Mag +1 Cun +2 Con dps ---------- Mind.pwr +10 (+5 eff.) ---------- misc Light +3 Amulets can have magical properties. |
rogue's copper ring of nature (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% nature ----- def ----- Defense +6 (+2 eff.) Resists +20% nature Rings can have magical properties. |
titan's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Phys.save +4 (+2 eff.) Rings can have magical properties. |
titan's steel ring of clarity0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Mind.save +8 (+4 eff.) Confus- +24% Rings can have magical properties. |
warrior's steel ring of darkness (+20%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% darkness ----- def ----- Armour +6 Resists +20% darkness Rings can have magical properties. |
Globrema (14.5-20.3 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Nature Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +6 Str +6 Dex +7 Mag +4 Wil +5 Cun +6 Con ----- def ----- Crit.dmg- 5.00% Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) HP.reg +4.00 Disease- +20% Blunt and deadly. |
ash vilestaff of illumination (15-18 power, 3 apr, blight element)5.0 T2 staff 2H weapon [Ego] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% blight ----- def ----- Defense +5 (+1 eff.) ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 104.63 light damage. Staves designed for wielders of magic, by the greats of the art. |
steel steamgun of enduring4.0 T2 steamgun 1H weapon Reqs Shoot [Ego+] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +6 Con +6 Wil ----- def ----- Max.HP +10.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel steamgun of enduring4.0 T2 steamgun 1H weapon Reqs Shoot [Ego+] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +6 Con +5 Wil ----- def ----- Max.HP +12.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Relgoroddandil the Shocklore1.0 T1 belt armor [Rare] Nature While equipped: Stats +6 Str +4 Con dps ---------- Mind.crit +4% Phys.pwr +7 (+4 eff.) Res.pen +20% lightning ----- def ----- Resists +12% lightning Phys.save +6 (+3 eff.) ---------- misc Equi/ret +0.08 Max.hate +4.00 Size +1 A belt that goes around your waist. |
Frozenripper (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +1 Wil dps ---------- Crit.mult +5.00% Melee Ret 2 cold ----- def ----- Defense +1 (+0 eff.) Resists +12% cold Spell.save +6 (+3 eff.) Mind.save +7 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellwoven woollen robe of light (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+1 eff.) Dmg.mod +10% light ----- def ----- Resists +15% light +9% all Spell.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe of corrosion (+16%) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +8% nature +11% acid ----- def ----- Resists +16% acid +9% all Poison- +23% Disease- +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ereragorn the pair of iron boots (5 def, 3 armour)3.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Mov.spd +25% Dmg.mod +3% arcane ----- def ----- Armour +3 Defense +5 (+1 eff.) Fatigue +2% Resists +3% acid +9% nature Die.at -40.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Neruwyn the Bleakdream (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +6 Con dps ---------- Dmg.mod +3% lightning +3% darkness ----- def ----- Armour +3 Fatigue +2% ---------- misc Light +3 Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Resists +5% lightning +5% temporal ---------- misc Stam/turn +0.30 Max.stam +12.00 A pair of boots made of leather. |
Emima the Jetnigh (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +2 Mag +4 Con dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Armour +1 Fatigue +1% Resists +6% cold A cap made of leather. |
rough leather cap of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
7 agate0.0 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. |
166 alchemist agate0.0 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. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Bokydunasta (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +2 Dex +1 Mag +3 Con dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature ---------- misc Infravis +3 See.Invis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.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. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 116.12 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 116.12 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc 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. |
Automated Portable Extractor0.0 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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By koa the Ghoul Corruptor level 6
4th Mirth 122nd year of Ascendancy at 06:01 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By koa the Ghoul Corruptor level 10
3rd Summertide 122nd year of Ascendancy at 19:53 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By koa the Ghoul Corruptor level 20
57th Dusk 122nd year of Ascendancy at 00:28 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By koa the Ghoul Corruptor level 18
44th Dusk 122nd year of Ascendancy at 22:30 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By koa the Ghoul Corruptor level 17
19th Dusk 122nd year of Ascendancy at 10:22 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By koa the Ghoul Corruptor level 13
5th Flare 122nd year of Ascendancy at 07:25 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By koa the Ghoul Corruptor level 17
20th Dusk 122nd year of Ascendancy at 06:09 see stats
Log
Betavena the brown bear's Beyond the Flesh hits koa for 85 physical, 23 physical (108 total damage).
Weakness Disease from Koa hits Betavena the brown bear for 31 blight damage.
Melee retaliation hits Betavena the brown bear for (1 to psi shield), 1 fire, 3 mind, (3 to psi shield), 5 light (9 total damage).
Betavena the brown bear uses Slash.
Melee retaliation hits Betavena the brown bear for (1 to psi shield), 1 fire, 6 mind, (3 to psi shield), 5 light (12 total damage).
Betavena the brown bear hits koa for 178 physical, 23 physical (201 total damage).
Talent Soul Rot is ready to use.
Talent Blood Spray is ready to use.
Burning from Betavena the brown bear hits koa for 54 fire damage.
Koa casts Rune: Shatter Afflictions.
Koa stops burning.
A shield forms around koa.
Koa casts Dark Portal.
Koa's purging blight area effect hits Betavena the brown bear for 27 blight damage.
koa receives 39 healing from Koa's purging blight area effect.
Betavena the brown bear is no longer rampaging.
Your shield crumbles under the damage!
The shield around koa crumbles.
Betavena the brown bear uses Charged Strike.
Betavena the brown bear's Beyond the Flesh hits koa for (62 absorbed), 20 physical, 23 physical (43 total damage).
Betavena the brown bear hits koa for 155 lightning, 23 physical, 113 lightning (290 total damage).
Weakness Disease from Koa hits Betavena the brown bear for 41 blight damage.
Melee retaliation hits Betavena the brown bear for (1 to psi shield), 1 fire, 2 mind, (2 to psi shield), 4 light, (1 to psi shield), 1 fire, 5 mind, (2 to psi shield), 4 light (17 total damage).
koa the level 20 ghoul corruptor was amped to death by Betavena the brown bear on level 4 of Old Forest.
Koa is no longer surging arcane power.
Koa deactivates Blood Fury.
Koa deactivates Flame of Urh'Rok.
Koa deactivates Overkill.
Koa deactivates Dark Ritual.


























































































