Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.4.8Donators/Buyers bonus! Adventurer Buff Addon 1.4.8Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Ashes of Urh'Rok 1.5.0Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
ZOmnibus Addon Pack 1.5.0Combines 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: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 28 / 9% |
| Size | huge |
| Lifes / Deaths | Killed by Xanabrevea the squid at level 28 on the 16th Haze 122nd year of Ascendancy at 23:56 / 1 |
Primary Stats
| Strength | 51 (base 37) |
| Dexterity | 10 (base 10) |
| Constitution | 46 (base 37) |
| Magic | 56 (base 52) |
| Willpower | 14 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | -226/732 |
| Positive | 53/81 |
| Stamina | 113/191 |
| Healing Factor | 1.5800000000001 |
| Regeneration | 9.9417928884145 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +13% |
| Spell | -1.1102230246252E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 4 |
| See Invisible | 17 |
Offense: Mainhand
| Damage | 75 |
| Accuracy | 35 |
| Crit Chance | 24% |
| APR | 21 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 8% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 47.834560763992 (97.5%) |
| Defense | 0 |
| Ranged Defense | 16 |
| Fatigue | 47 |
| Physical Save | 56 |
| Spell Save | 22 |
| Mental Save | 22 |
Defense: Resistances
| All | + 30%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Confusion Resistance | 10% |
| Poison Resistance | 15% |
| Blind Resistance | 50% |
| Silence Resistance | 44% |
| Bleed Resistance | 10% |
| Disarm Resistance | 28% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 45% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 90 with a minimum range of 15. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 300 damage for 3 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 591% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 4/5 |
| Celestial / Combat | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Shield offense | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.10 |
| 3/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Shield of Light |
| talent | Weapon of Light |
| talent | Chant of Fortress |
| talent | Weapon of Wrath |
| detrimental effect | The target has been dominated. It is unable to move and has lost 20 armor and 29 defense. Attacks from Xanabrevea the squid gain 53% damage penetration. Dominated |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | Zone-wide effect: Air decreases over time. If you run out of air you will start losing life. Look for bubbles to recover air. The water also reduces stun resistance by 10% and fire damage is reduced by 10%, however cold damage is increased by 10%. Underwater Zone |
| beneficial effect | Absorbs 235 damage from the next blockable attack. Blocking |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+13). Continuum Destabilization |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target is able to instantly travel alongside Sun Paths. Path of the Sun |
| beneficial effect | The target ignores pain, reducing all damage taken by 20%. Pain Suppression |
Quests
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 failed to protect the lone alchemist from death by Dahlia. Escort: lone alchemist (level 1 of Heart of the Gloom) | failed |
You failed to protect the lone alchemist from death by Poryramira the vampire. Escort: lone alchemist (level 1 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Xeryrelaith the large white snake. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You failed to protect the lost warrior from death by multi-hued drake hatchling. Escort: lost warrior (level 2 of Trollmire) | failed |
You failed to protect the worried loremaster from death by Dahlia. Escort: worried loremaster (level 3 of Old Forest) | failed |
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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 giant spider spinneret. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * '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.' | 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 within10 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. | done |
Equipment
| On feet | Aerelaith (2 def, 3 armour) Aerelaith (2 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +3% Changes stats: +6 Str / +5 Con Changes resistances: +6% acid Changes damage: +5% physical Life regen: +2.90 Light radius: +2 See invisible: +9 Healing mod.: +18% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
| Light source | Poxspike the alchemist's lamp Poxspike the alchemist's lampPowered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 16 nature Changes resistances: +8% blight / +9% darkness / +6% nature Changes damage: +6% arcane Physical save: +8 (+3 eff.) Mental save: +7 (+3 eff.) Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Mindpower: +4 (+2 eff.) Mental crit. chance: +6% Light radius: +3 Infravision radius: +4 See invisible: +8 Healing mod.: +15% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 26 blight damage or heals 39 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Armidevon (0 def, 10 armour) Armidevon (0 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +12 (+4 eff.) Armour: +10 Fatigue: +3% Damage when hit (Melee): 8 physical Changes stats: +4 Str Changes resistances: +9% lightning / +5% physical / +27% cold Blindness immunity: +25% Disease immunity: +20% Pinning immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 322.8 Physical damage. If the attack hits, the target is confused (25% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
| On hands | Glare's kiss (0 def, 2 armour) Glare's kiss (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +2 Effects on melee hit: * 20 arcane resource burn * 15% chance to blind Changes resistances: +3% cold / +12% nature / +9% temporal Changes resistances penetration: +10% light Physical save: +7 (+2 eff.) Mental save: +8 (+4 eff.) Disarm immunity: +28% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Wildknave the steel torque of psychoportation [power 30] (14/30 cooldown) Wildknave the steel torque of psychoportation [power 30] (14/30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 20 nature Changes resistances: +6% nature Changes resistances penetration: +10% darkness Changes damage: +12% darkness It can be used to teleport randomly (rad 30), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Damage when hit (Melee): 4 darkness Changes stats: +3 Cun / +4 Mag Changes damage: +9% arcane / +12% darkness Silence immunity: +29% Mana each turn: +0.13 Spellpower: +14 (+4 eff.) Mindpower: +8 (+4 eff.) Cannot be unequipped or rerolled until level 30. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Venomspawn VenomspawnCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +7 (+0 eff.) Effects on melee hit: * Slows global speed by 30% * 30% chance to corrode armour by 30% Changes resistances: +6% acid Changes resistances penetration: +5% acid Changes damage: +18% nature / +9% acid Movement speed: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.2 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 25% for 5 turns. Rings can have magical properties. |
| Around neck | Pendant of the Sun and Moons Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 30 power out of 18/60) : Effective talent level: 3.0 Power cost: 30 out of 18/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
| In main hand | Branigathad the voratun mace (43-60.2 power, 6 apr) Branigathad the voratun mace (43-60.2 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +15 cold When wielded/worn: Armour penetration: +15 Physical crit. chance: +17.0% Damage when hit (Melee): 8 acid Changes resistances: +12% mind Changes resistances penetration: +10% acid Changes damage: +9% acid Critical mult.: +15.00% Blunt and deadly. |
| Around waist | hardened leather belt 'Isloriatta' hardened leather belt 'Isloriatta'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Str / +4 Con Changes resistances: +10% cold / +8% fire Changes damage: +9% acid Physical save: +16 (+5 eff.) Mindpower: +4 (+2 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block) Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 57.0 - 68.4 Uses stat: 100% Str Damage type: Stunning fire Accuracy bonus: +2.5% procs dam / acc Crit. chance: +7.0% Block value: +235 On weapon hit: * releases a burst of dark fire, dealing damage equal to your magic stat Damage conversion: 50% darkness When wielded/worn: Armour: +18 Defense: +8 (+0 eff.) Ranged Defense: +12 (+8 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +5 Block Spellpower: +8 (+2 eff.) This rugged stone shield flickers with bursts of pitch black flame. |
| Cloak | Uluyazor the cashmere cloak (12 def, 0 armour) Uluyazor the cashmere cloak (12 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+0 eff.) Changes resistances: +4% physical Physical save: +8 (+3 eff.) Blindness immunity: +25% Poison immunity: +15% Confusion immunity: +10% Pinning immunity: +10% Only die when reaching: -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel mail armour 'Branoralar' (3 def, 8 armour) dwarven-steel mail armour 'Branoralar' (3 def, 8 armour)Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +16% Damage (Melee): 15 acid / 15 fire Damage when hit (Melee): 13 acid / 16 physical / 10 light / 11 fire Changes stats: +4 Wil Changes resistances: +21% blight / +22% fire / +19% darkness / +22% acid Reduces incoming crit damage: 15.00% Cut immunity: +10% Silence immunity: +15% Pinning immunity: +15% Spell crit. chance: +3% Light radius: +2 A suit of armour made of mail. |
Inventory
copper ring 'Murknail' copper ring 'Murknail'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+0 eff.) Changes stats: +3 Cun Changes resistances: +9% acid / +12% cold / +6% light Changes damage: +3% darkness Mental save: +12 (+6 eff.) Poison immunity: +10% Rings can have magical properties. |
Venombraid VenombraidPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +8 Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Str Changes damage: +12% mind Mental save: +8 (+4 eff.) Confusion immunity: +22% Spellpower: +5 (+1 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
dwarven-steel longsword 'Lelorach' (23.5-32.9 power, 4 apr) dwarven-steel longsword 'Lelorach' (23.5-32.9 power, 4 apr)Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 23.5 - 32.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +14 darkness Burst (radius 2) on crit: +17 ice Damage against: +13% Living When wielded/worn: Armour: +7 Changes stats: +1 Cun Changes resistances: +3% nature Changes resistances penetration: +7% cold Maximum psi: +40.00 Mindpower: +2 (+1 eff.) Sharp, long, and deadly. |
Robes of Deflection (0 def, 7 armour) Robes of Deflection (0 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +30% Changes stats: +3 Mag / +3 Con Spellpower: +4 (+1 eff.) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
hardened steel mail armour of the deep (2 def, 15 armour) =water= hardened steel mail armour of the deep (2 def, 15 armour) =water=Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +15 Defense: +2 (+0 eff.) Fatigue: +14% Changes resistances: +16% acid / +7% physical / +8% fire / +18% cold / +8% lightning Allows you to breathe in: water A suit of armour made of mail. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Xytha XythaCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Changes stats: +5 Dex / +2 Mag / +2 Wil / +5 Cun Spell save: +30 (+15 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +50.00 Spellpower: +8 (+2 eff.) Mental crit. chance: +11% Damage Shield penetration: +20% A belt that goes around your waist. |
Turyyon the Woevault (7 def, 0 armour) Turyyon the Woevault (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+0 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances penetration: +10% blight Changes damage: +30% darkness Physical save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
brawler's hardened leather gloves of war-making (0 def, 2 armour) brawler's hardened leather gloves of war-making (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +14.0% Armour: +2 Changes stats: +4 Str / +4 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Critical mult.: +11.00% Physical save: +11 (+4 eff.) Spell crit. chance: +14% Mental crit. chance: +14% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Brightvenom (2 def, 0 armour) Brightvenom (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 4 fire Changes resistances: +15% light / +9% acid Changes resistances penetration: +10% fire Changes damage: +10% light / +9% fire Mana each turn: +0.15 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Infravision radius: +5 See stealth: +15 See invisible: +16 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 44%, and attempts to push all creatures other then yourself out of its radius, inflicting 10.64 light damage and 11.67 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+0 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+6 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Todor (6 def, 4 armour) Todor (6 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +4 Defense: +6 (+0 eff.) Ranged Defense: +6 (+5 eff.) Fatigue: +4% Changes stats: +3 Dex Changes resistances: +10% lightning / +8% temporal Critical mult.: +6.00% Spell save: +6 (+3 eff.) Pinning immunity: +15% Knockback immunity: +10% Life regen: +1.20 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald 4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Issedunaran IssedunaranPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Damage when hit (Melee): 10 fire Changes stats: +4 Str / +2 Con Changes resistances: +6% fire Changes damage: +9% physical Critical mult.: +6.00% Maximum life: +30.00 Light radius: +2 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. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Tooth of the Mouth (dig speed 12 turns) =dig= Tooth of the Mouth (dig speed 12 turns) =dig=Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Salidheba the dwarven-steel pickaxe (dig speed 25 turns) Salidheba the dwarven-steel pickaxe (dig speed 25 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 12 arcane / 12 blight Changes stats: +2 Str Changes resistances: +12% blight Changes damage: +6% blight / +12% arcane Physical save: +9 (+3 eff.) Spell save: +9 (+4 eff.) Mental save: +7 (+3 eff.) Maximum life: +51.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+0 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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 Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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 (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Dahlia the Cornac Sun Paladin level 17
33rd Dusk 122nd year of Ascendancy at 21:22 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Dahlia the Cornac Sun Paladin level 27
15th Haze 122nd year of Ascendancy at 03:44 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Dahlia the Cornac Sun Paladin level 10
74th Pyre 122nd year of Ascendancy at 22:41 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Dahlia the Cornac Sun Paladin level 20
44th Dusk 122nd year of Ascendancy at 01:29 see stats
Lost in translation (Madness (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Dahlia the Cornac Sun Paladin level 11
78th Pyre 122nd year of Ascendancy at 06:13 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Dahlia the Cornac Sun Paladin level 23
68th Dusk 122nd year of Ascendancy at 01:07 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Dahlia the Cornac Sun Paladin level 12
3rd Mirth 122nd year of Ascendancy at 17:20 see stats
The sky is falling! (Madness (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Dahlia the Cornac Sun Paladin level 26
14th Haze 122nd year of Ascendancy at 02:56 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Dahlia the Cornac Sun Paladin level 24
4th Haze 122nd year of Ascendancy at 23:20 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Dahlia the Cornac Sun Paladin level 17
3rd Dusk 122nd year of Ascendancy at 17:16 see stats
Log
Dahlia uses Shield Slam.
Xanabrevea the squid is on fire!
Xanabrevea the squid slows down.
Xanabrevea the squid's armor corrodes!
Xanabrevea the squid is a martyr.
Xanabrevea the squid shrugs off the effect 'Armor Corroded'!
Shield of Light hits Xanabrevea the squid for 4 light, 5 darkness, 4 light, 5 darkness, 9 light, 10 darkness, 6 light, 6 darkness, 6 light, 6 darkness, 0 light, 0 darkness, 10 light, 11 darkness, 10 light, 11 darkness (104 total damage).
Dahlia hits Xanabrevea the squid for 2 light, 2 darkness, 1 light, 1 darkness, 9 light, 10 darkness, 6 light, 6 darkness, 6 light, 6 darkness, 0 light, 0 darkness, 10 light, 11 darkness, 10 light, 11 darkness, 2 light, 2 darkness, 1 light, 1 darkness, 9 light, 10 darkness, 6 light, 6 darkness, 6 light, 6 darkness, 0 light, 0 darkness, 10 light, 11 darkness, 10 light, 11 darkness, 2 light, 3 darkness, 1 light, 1 darkness, 9 light, 10 darkness, 6 light, 6 darkness, 6 light, 6 darkness, 0 light, 0 darkness, 10 light, 11 darkness, 10 light, 11 darkness (276 total damage).
Weapon of Wrath hits Xanabrevea the squid for 75 light, 82 darkness (157 total damage).
Electric eel casts Lightning.
Electric eel casts Chain Lightning.
Dahlia deactivates Second Life.
Dahlia has been healed by a blast of positive energy!
Shield of Light hits Dahlia for 23 healing, 23 healing (0 total damage) [45 healing].
Burning from Dahlia hits Xanabrevea the squid for 1 light, 1 darkness (2 total damage).
Dahlia receives 269 healing.
Electric eel hits Dahlia for 0 lightning damage.
Electric eel hits Electric eel for 157 lightning damage.
Electric eel hits Dahlia for 140 lightning damage.
Dahlia uses Block.
Dahlia overcomes the gloom
Talent Shield Pummel is ready to use.
Talent Assault is ready to use.
Talent Suncloak is ready to use.
Talent Bathe in Light is ready to use.
Talent Wave of Power is ready to use.
Talent Rune: Teleportation is ready to use.
Talent Brandish is ready to use.
Xanabrevea the squid uses Slash.
Saving game...
