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 | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 21 / 7% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 20 on the 66th Dusk 122nd year of Ascendancy at 10:14 / 2Killed by Velykira the midge swarm at level 21 on the 66th Dusk 122nd year of Ascendancy at 13:19 |
Primary Stats
| Strength | 60 (base 44) |
| Dexterity | 14 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 51 (base 48) |
| Willpower | 15 (base 10) |
| Cunning | 18 (base 10) |
Resources
| Life | -17/467 |
| Positive | 33/50 |
| Stamina | 39/172 |
| Healing Factor | 1.1983870967742 |
| Regeneration | 4.5446122050751 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 117 |
| Accuracy | 34 |
| Crit Chance | 19% |
| APR | 35 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 54.434838062803 (99.180064308682%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 23 |
| Physical Save | 46 |
| Spell Save | 27 |
| Mental Save | 22 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 53% |
| Teleport Resistance | 10% |
| Confusion Resistance | 23% |
| Disarm Resistance | 36% |
| Silence Resistance | 5% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 80% |
Inscriptions (3/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 261 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 72 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: 20 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 362 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Chant of Fortress |
| talent | Righteous Strength |
| detrimental effect | The target is poisoned, taking 231.28 nature damage per turn. Poison |
| detrimental effect | The target has a 30% chance to fail any spell it casts and a chance each turn to lose spell sustains. Spell Disruption |
Quests
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You abandoned temporal explorer to death. Escort: temporal explorer (level 2 of Heart of the Gloom) | failed |
You failed to protect the worried loremaster from death by Adona the multi-hued crystal. Escort: worried loremaster (level 2 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 |
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 |
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 within4 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 | pair of iron boots 'Lightstrider' (0 def, 3 armour) pair of iron boots 'Lightstrider' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 10% chance to disease Changes resistances: +3% light Changes resistances penetration: +25% light Changes damage: +6% light Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) 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 Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (60 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | linen wizard hat 'Zubatha' (1 def, 0 armour) linen wizard hat 'Zubatha' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Mag Changes resistances: +3% blight / +12% lightning Spell save: +6 (+3 eff.) Silence immunity: +5% Stun/Freeze immunity: +5% Knockback immunity: +10% A pointy cloth hat, very wizardly... |
| Tool | elm totem of thorny skin [power 16] (3/20 cooldown) elm totem of thorny skin [power 16] (3/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Lightningriver the steel ring Lightningriver the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Changes resistances: +12% acid Changes resistances penetration: +20% lightning Changes damage: +9% acid / +6% lightning Mental save: +7 (+3 eff.) Confusion immunity: +23% Rings can have magical properties. |
| On fingers | steel ring 'Gloomnail' steel ring 'Gloomnail'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 6 bleed Effects on ranged hit: * 10% chance to cause random gloom Damage (Ranged): 7 bleed Damage when hit (Melee): 8 darkness Changes stats: +8 Cun / +5 Wil Changes resistances: +6% darkness Changes damage: +3% darkness Maximum encumbrance: +21 Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Mindpower: +5 (+2 eff.) It can be used to activate talent Bleeding Edge, 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: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| Around waist | Brenaharagund the rough leather belt Brenaharagund the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Defense: +9 (+5 eff.) Changes stats: +4 Str / +4 Dex Changes damage: +6% acid Stealth bonus: +5 Physical save: +3 (+1 eff.) Healing mod.: +5% A belt that goes around your waist. |
| In main hand | Drake's Bane (52-78 power, 21 apr) Drake's Bane (52-78 power, 21 apr)Requires: - Strength 45 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 52.0 - 78.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Physical save: +9 (+3 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
| On hands | rough leather gloves 'Maleyon' (0 def, 1 armour) rough leather gloves 'Maleyon' (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * Slows global speed by 30% Damage (Melee): 5 cold Changes resistances: +6% mind / +6% cold / +3% nature / +3% light Changes damage: +4% cold Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Uroregolin the voratun plate armour (9 def, 27 armour) =5lv= Uroregolin the voratun plate armour (9 def, 27 armour) =5lv=Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +27 Defense: +9 (+5 eff.) Fatigue: +26% Changes stats: +6 Str / +6 Con Changes resistances: +51% lightning / +26% physical / +24% cold / +20% acid / +26% fire Talent cooldown: Rush (-5 turns) Disease immunity: +5% Disarm immunity: +36% Stun/Freeze immunity: +28% Knockback immunity: +30% Teleport immunity: +10% A suit of armour made of metal plates. |
| Cloak | Pyregore (7 def, 0 armour) Pyregore (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% acid / +3% nature / +6% fire / +5% arcane / +3% lightning 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. |
| Around neck | steel amulet 'Galelace' steel amulet 'Galelace'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +14 Physical crit. chance: +2.0% Damage when hit (Melee): 12 lightning Changes damage: +15% lightning / +9% physical Critical mult.: +12.00% Physical save: +15 (+5 eff.) Life regen: +0.40 Amulets can have magical properties. |
Inventory
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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 ring 'Velovena' copper ring 'Velovena'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Defense: +3 (+2 eff.) Ranged Defense: +3 (+2 eff.) Changes resistances: +22% darkness Changes damage: +11% darkness Critical mult.: +6.00% Life regen: +0.60 Stamina each turn: +0.60 Rings can have magical properties. |
rogue's copper ring of tenacity rogue's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +22% Maximum life: +21.00 Rings can have magical properties. |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. surging ash vilestaff of illumination (15-18 power, 3 apr, blight element)surging ash vilestaff of illumination (15-18 power, 3 apr, blight element) Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +5 (+3 eff.) Effects on melee hit: * 5% chance to blind Changes damage: +15% blight Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 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 63.99 light damage. Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel greatsword 'Murkwake' (35-56 power, 2 apr) dwarven-steel greatsword 'Murkwake' (35-56 power, 2 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stat: 120% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +16 blight / +12 nature Burst (radius 1) on hit: +20 fire When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 20 blight Changes resistances penetration: +15% blight Maximum mana: +100.00 Damage Shield penetration: +50% Massive two-handed swords. |
thought-forged voratun greatsword (60.5-96.8 power, 4 apr) =5lv= thought-forged voratun greatsword (60.5-96.8 power, 4 apr) =5lv=Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.5 - 96.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 33% chance to cause random gloom Damage (Melee): +14 mind When wielded/worn: Changes stats: +5 Cun / +7 Wil Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Cracklerip (12.5-17.5 power, 2 apr)Cracklerip (12.5-17.5 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +12 lightning Burst (radius 1) on hit: +7 fire When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 lightning Changes resistances: +9% blight Changes resistances penetration: +15% lightning Changes damage: +6% blight Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Unlighttitan (13-18.2 power, 3 apr)Unlighttitan (13-18.2 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +12 darkness When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 light Changes resistances: +9% acid / +6% darkness / +9% fire / +9% lightning / +9% cold Changes damage: +3% darkness Spell save: +8 (+4 eff.) Light radius: +2 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. ranger's ash longbowranger's ash longbow Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Changes stats: +3 Dex Longbows are used to shoot arrows at your foes. |
steel plate armour 'Besarach' (4 def, 17 armour) steel plate armour 'Besarach' (4 def, 17 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +17 Defense: +4 (+2 eff.) Fatigue: +16% Changes resistances: +6% lightning Changes damage: +6% arcane Physical save: +7 (+2 eff.) Spell save: +18 (+9 eff.) Teleport immunity: +10% Only die when reaching: -80.00 life A suit of armour made of metal plates. |
Gorenigh the linen cloak (7 def, 0 armour) Gorenigh the linen cloak (7 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Ranged Defense: +6 (+3 eff.) Changes resistances: +12% lightning / +6% nature / +3% darkness Physical save: +5 (+2 eff.) Spell save: +12 (+6 eff.) Mental save: +6 (+3 eff.) Poison immunity: +10% Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Islirariawyn' (1 def, 0 armour) linen cloak 'Islirariawyn' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str Changes resistances: +3% acid Mental save: +9 (+4 eff.) Confusion immunity: +5% Maximum life: +32.00 See invisible: +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silumina the Daywarden (10 def, 7 armour) Silumina the Daywarden (10 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 (+1 eff.) Armour: +7 Defense: +10 (+5 eff.) Fatigue: +1% Changes stats: +3 Str Changes resistances penetration: +10% light Critical mult.: +6.00% Life regen: +0.20 Activating this item is instant. It can be used to activate talent Evasion, 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: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 18% chance to evade melee and ranged attacks and 6 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
The Black Boots (2 def, 1 armour) =bla= The Black Boots (2 def, 1 armour) =bla=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +12% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
radiant iron gauntlets (0 def, 1 armour) radiant iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 light Changes resistances: +6% light Changes damage: +4% light Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Brandrage' (1 def, 0 armour) linen wizard hat 'Brandrage' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Str / +6 Dex Changes resistances: +16% lightning Changes resistances penetration: +5% fire Changes damage: +11% lightning Light radius: +2 A pointy cloth hat, very wizardly... |
Lavastun (0 def, 1 armour) Lavastun (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 fire Changes stats: +7 Str / +1 Dex Changes resistances: +6% lightning / +6% temporal A cap made of leather. |
rough leather cap 'Urthylin' (6 def, 1 armour) rough leather cap 'Urthylin' (6 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Physical power: +2 (+1 eff.) Armour: +1 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +1% Changes stats: +4 Str / +2 Wil / +3 Cun Changes resistances: +5% arcane Life regen: +0.80 Mindpower: +4 (+2 eff.) A cap made of leather. |
hardened leather cap of the depths (0 def, 3 armour) =water= hardened leather cap of the depths (0 def, 3 armour) =water=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +8% cold Allows you to breathe in: water A cap made of leather. |
8 agate 8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 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. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 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. |
2 opal 2 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. |
62 alchemist agate 62 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Dairalathatir the brass lantern Dairalathatir the brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +2 Damage when hit (Melee): 12 physical / 10 fire Changes stats: +2 Dex Changes resistances: +6% fire / +1% physical Maximum stamina: +5.00 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)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. |
woodsman's iron pickaxe (dig speed 39 turns) woodsman's iron pickaxe (dig speed 39 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature 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 (+3 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 (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Dahlia the Cornac Sun Paladin level 14
3rd Dusk 122nd year of Ascendancy at 23:34 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Dahlia the Cornac Sun Paladin level 10
4th Mirth 122nd year of Ascendancy at 18:32 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Dahlia the Cornac Sun Paladin level 20
47th Dusk 122nd year of Ascendancy at 23:31 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Dahlia the Cornac Sun Paladin level 8
77th Pyre 122nd year of Ascendancy at 23:11 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Dahlia the Cornac Sun Paladin level 20
48th Dusk 122nd year of Ascendancy at 02:09 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Dahlia the Cornac Sun Paladin level 16
10th Dusk 122nd year of Ascendancy at 05:06 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Dahlia the Cornac Sun Paladin level 12
6th Mirth 122nd year of Ascendancy at 10:59 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Dahlia the Cornac Sun Paladin level 16
13rd Dusk 122nd year of Ascendancy at 04:21 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Dahlia the Cornac Sun Paladin level 20
66th Dusk 122nd year of Ascendancy at 10:14 see stats
Log
Velykira the midge swarm damages himself through Martyrdom!
Poison from Velykira the midge swarm hits Dahlia for 62 nature damage.
Dahlia hits Bloated ooze for 3 nature damage.
Dahlia uses Death Dance.
Bloated ooze slows down.
Bloated ooze is a martyr.
Dahlia hits Bloated ooze for 216 physical damage.
Dahlia hits Bloated ooze for 183 physical, 10 light, 3 cold, 1 physical, 0 arcane (197 total damage).
Weapon of Wrath hits Bloated ooze for 64 fire damage.
Dahlia killed Bloated ooze!
Velykira the midge swarm damages himself through Martyrdom!
Poison from Velykira the midge swarm hits Dahlia for 71 nature damage.
Dahlia hits Bloated ooze for 3 nature damage.
Dahlia casts Absorption Strike.
Dahlia hits Bloated ooze for 261 physical damage.
Dahlia killed Bloated ooze!
Dahlia deactivates Second Life.
Dahlia has been healed by a blast of positive energy!
Talent Chant of Fortress is ready to use.
Dahlia receives 130 healing.
Poison from Velykira the midge swarm hits Dahlia for 0 nature damage.
Dahlia's Chant of Fortress has been disrupted by anti-magic forces!
Talent Barrier is ready to use.
Velykira the midge swarm damages himself through Martyrdom!
Poison from Velykira the midge swarm hits Dahlia for 79 nature damage.
Dahlia activates Chant of Fortress.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Saving game...
