









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Select your Escorts 1.5.0Allows 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 1.5.0Official 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:
Items Vault 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Old RPG Tileset 1.0.1The work is by daftigod, I'm just putting this here so I can have the md5 check work. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 16 / 79% |
| Size | medium |
| Lifes / Deaths | Killed by Gorath the black crystal at level 16 on the 39th Dusk 122nd year of Ascendancy at 10:31 / 1 |
Primary Stats
| Strength | 66 (base 32) |
| Dexterity | 72 (base 43) |
| Constitution | 17 (base 10) |
| Magic | 17 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 23 (base 12) |
Resources
| Life | -37/412 |
| Stamina | 175/175 |
| Steam | 100/100 |
| Healing Factor | 1.0561497326203 |
| Regeneration | 0.68649732620319 |
Speed
| Mental | +6% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 3 |
| ESP Range | 10 |
| ESP Kinds | dragon, demon/minor, demon/major |
Offense: Mainhand
| Damage | 118 |
| Accuracy | 56 |
| Crit Chance | 13% |
| APR | 13 |
| Speed | 0.71 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Light | +6% |
| Temporal | +12% |
| Blight | +3% |
| Arcane | +30% |
| Fire | +6% |
| Physical | +32% |
Offense: Damage Penetration
| Blight | +5% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 34 (70.376569037657%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 19 |
| Mental Save | 20 |
Defense: Resistances
| Nature | 9%( 70%) |
| Lightning | 10%( 70%) |
| Light | 13%( 70%) |
| Temporal | 3%( 70%) |
| Darkness | 6%( 70%) |
| Cold | 6%( 70%) |
| Fire | 18%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 31% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 42.40 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 185 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | Increases attack speed by 6%. Bullseye |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
Escort: lost tinker (level 1 of Ruins of Kor'Pul) | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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. | 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 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 |
Equipment
| On feet | Hurytoyon (13 def, 9 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Defense: +13 (+5 eff.) Fatigue: +3% Effects on melee hit: * Slows global speed by 15% Changes stats: +3 Str / +3 Con Changes resistances: +6% light Grants telepathy: Demon/Minor Demon/Major Mental crit. chance: +2% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.4 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 33% chance to evade melee and ranged attacks and 25 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Quiver | insidious quiver of yew arrows of erosion (10/16, 33-46.2 power, 10 apr)Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 33.0 - 46.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 16 Damage (Ranged): +23 insidious poison / +12 temporal / +17 nature Arrows are used with bows to pierce your foes to death. |
| Light source | BelyrainCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +1 Con Changes resistances: +9% nature / +3% temporal Changes damage: +6% physical Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Brenyregoldil the Sparkroar (0 def, 9 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +5 (+1 eff.) Armour: +9 Fatigue: +5% Changes stats: +3 Str / +2 Con Changes damage: +9% lightning / +9% physical Physical save: +3 (+2 eff.) Maximum stamina: +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Chyrek (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str / +1 Mag / +2 Wil / +4 Cun / +1 Con Grants telepathy: Dragon When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 12 mind Changes stats: +3 Str / +3 Cun Psi when hit: +0.04 Mindpower: +8 (+4 eff.) Rings can have magical properties. |
| On fingers | copper ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Cun / +3 Wil Changes damage: +18% arcane Physical save: +7 (+4 eff.) Spell save: +7 (+4 eff.) Mental save: +7 (+4 eff.) Maximum hate: +4.00 Mental crit. chance: +1% Rings can have magical properties. |
| Around waist | Ce&Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +3 Changes stats: +2 Str Changes resistances: +6% cold / +6% fire Changes resistances penetration: +5% blight Changes damage: +3% blight / +9% physical Life regen: +0.40 A belt that goes around your waist. |
| In main hand | SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 8 power out of 8/8) : Effective talent level: 2.6 Power cost: 8 out of 8/8. Range: 9 Travel Speed: instantaneous Description: Fire a steady shot, doing 158% damage with a 25% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
| On hands | sand iron gauntlets of dexterity (+2) (0 def, 7 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +7 Damage (Melee): 6 physical Changes stats: +2 Dex Changes damage: +3% physical Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Infernoshear the woollen robe (4 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Damage when hit (Melee): 4 fire Changes stats: +3 Wil / +6 Mag Changes resistances: +12% fire / +7% light / +6% darkness Changes resistances penetration: +10% temporal Changes damage: +6% light / +6% fire / +12% arcane / +12% temporal Silence immunity: +31% Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +36.00 Maximum mana: +21.00 Spellpower: +8 (+4 eff.) Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | grounding copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +10% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level.manasurge rune (600% regen over 10 turns; 30 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
titan&Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +11% temporal Changes damage: +11% temporal Physical save: +4 (+2 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Starwinnow the steel greatmaul (24.5-36.75 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 24.5 - 36.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +8 light / +20 cold Burst (radius 1) on hit: +16 light Burst (radius 2) on crit: +4 light When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances penetration: +10% mind Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Searjeer Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Burst (radius 1) on hit: +2 fire When wielded/worn: Accuracy: +11 (+3 eff.) Physical crit. chance: +3.0% Changes resistances: +3% mind / +21% fire Changes resistances penetration: +20% mind Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.iron mace &039; (12.5-17.5 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +13 insidious poison When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +2.0% Armour: +6 Fatigue: -4% Changes stats: +4 Wil See invisible: +12 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.vined mindstar &039; (5.5-6.05 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +2 Dex / +3 Mag / +3 Cun / +2 Con Critical mult.: +10.00% Reduces incoming crit damage: 15.00% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.Belowen (15-18 power, 3 apr, darkness element) Requires: - Magic 16 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: Accuracy: +10 (+3 eff.) Defense: +7 (+3 eff.) Effects on melee hit: * 10% chance to blind Changes resistances penetration: +10% acid Changes damage: +15% darkness Talent granted: +1 Command Staff Only die when reaching: -40.00 life Maximum life: +20.00 Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Light radius: +3 Healing mod.: +15% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 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 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 61.84 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Darkblight (10-12 power, 2 apr, lightning element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Burst (radius 2) on crit: +8 darkness When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Changes resistances: +4% physical / +3% temporal Maximum wards: +2 lightning Changes damage: +10% lightning Talents granted: +1 Command Staff +2 Ward Blindness immunity: +10% Cut immunity: +5% Silence immunity: +10% Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.elm magestaff &039; (10-12 power, 2 apr, fire element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +10 Defense: +6 (+2 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction * 7% chance to blind Changes resistances: +9% acid / +3% nature Changes damage: +10% fire Talent granted: +1 Command Staff Mental save: +10 (+5 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 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 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 61.84 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Fogking (11.5-17.25 power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 11.5 - 17.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% Attack speed: 100% Block value: +10 Damage (Melee): +15 insidious poison / +12 darkness Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Fatigue: +4% Changes resistances penetration: +25% darkness Changes damage: +6% light / +3% darkness Talent granted: +1 Block Light radius: +2 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
monstrous rough leather belt of the giantsInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +3 Str / +4 Con Physical save: +5 (+3 eff.) Spell save: +5 (+3 eff.) Size category: +2 A belt that goes around your waist. |
rough leather belt &039;Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +3.0% Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +1 Mag / +1 Wil / +2 Cun Mental save: +5 (+3 eff.) Spellpower: +3 (+1 eff.) A belt that goes around your waist. |
Bogsage the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Str / +3 Cun / +3 Con Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak &039; (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 nature Changes stats: +2 Cun / +1 Dex Changes resistances: +12% nature Changes damage: +6% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak &039; (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 12 fire Changes stats: +2 Str / +2 Cun / +2 Con Changes resistances penetration: +10% mind Changes damage: +3% mind / +3% fire Mindpower: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.spellwoven woollen robe of protection (3 def, 2 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Physical save: +20 (+10 eff.) Spell save: +17 (+9 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Zanukor the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes stats: +2 Cun / +4 Wil Changes resistances: +6% acid Grants telepathy: Demon/Minor Demon/Major Maximum encumbrance: +20 Physical save: +5 (+3 eff.) See invisible: +6 A pair of boots made of leather. |
grounding pair of rough leather boots of uncanny dodging (2 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +1% Changes resistances: +5% lightning / +5% temporal A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 37.70 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
naturalist&Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +2 Damage (Melee): 5 nature Changes stats: +3 Dex Changes resistances: +7% nature Changes damage: +4% nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Beraldir the Thunderoozer (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Str / +3 Wil / +6 Cun Changes resistances: +12% lightning Grants telepathy: Humanoid/Orc Mindpower: +3 (+1 eff.) Infravision radius: +2 A cap made of leather. |
Veligann (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Armour: +3 Fatigue: +5% Changes stats: +7 Dex Changes resistances: +6% cold / +3% physical Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Vorimina (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Cun Changes resistances: +12% mind Critical mult.: +5.00% Mental save: +6 (+3 eff.) Equilibrium when hit: +0.16 Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
Windresolve (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex / +2 Cun Changes resistances: +12% nature Changes resistances penetration: +10% mind Hate when firing a critical mind attack: +2.00 Mental crit. chance: +2% A hat made of leather. Very stylish. |
iron helm of dexterity (+3) (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of constitution (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con A cap made of leather. |
spiked cured leather armour of resilience (2 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 11 physical Maximum life: +28.00 A suit of armour made of leather. |
barbed quiver of elm arrows (20/20, 17-23.8 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 17.0 - 23.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 20 On weapon crit: * wounds the target for 7 turns: 18 bleeding, 63% reduced healing Damage (Ranged): +9 bleed Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.icy quiver of ash arrows of erosion (20/20, 20-28 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.0 - 28.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 20 Damage (Ranged): +8 temporal / +9 nature / +11 cold Arrows are used with bows to pierce your foes to death. |
3 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. |
371 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 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. |
Morningstreak (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +1 Str Changes resistances: +3% light Changes damage: +18% light Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 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. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: 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 71.98 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 71.98 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. |
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 (66 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
scorching brass lantern of healthPowered by arcane forces Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +5% fire Maximum life: +41.00 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. |
Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 97.96 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp& |
Prox&Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 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&039;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&039;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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 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)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. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
This item will automatically be transmogrified when you leave the level.Poluma the Obsidianripper (19/19, 17-20.4 power, 1 apr) Requires: - Dexterity 11 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 17.0 - 20.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 19 Turns elapse between self-loadings: 6 On weapon hit: * 14% chance to cause random gloom * 20% chance to corrode armour by 30% Damage (Ranged): +4 acid / +16 darkness / +7 mind Burst (radius 1) on hit: +16 acid Burst (radius 2) on crit: +12 darkness Shots are used with slings to pummel your foes to death. |
2 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. |
3 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. |
2 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. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By koa the Skeleton Archer level 10
2nd Flare 122nd year of Ascendancy at 15:47 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By koa the Skeleton Archer level 14
26th Dusk 122nd year of Ascendancy at 01:02 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By koa the Skeleton Archer level 8
7th Mirth 122nd year of Ascendancy at 10:06 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By koa the Skeleton Archer level 15
30th Dusk 122nd year of Ascendancy at 04:17 see stats
Log
koa hits Shadow for 20 reflected, 6 mind, 4 fire (30 total damage).
Shadow starts to bleed.
Koa&aaaaaaLASTLIGHT_GREENLASTLIGHT_STEEL_BLUELASTLASTLAST{bold}039;s Shoot killed Shadow!
Koa shoots!
Koa&aaaaaaLASTLAST{bold}039;s Shoot killed Shadow!
Koa shoots!
Xerayamibeth the poison ivy is poisoned!
Koa&aaaaaaLASTLIGHT_GREENLASTLIGHT_STEEL_BLUELASTLIGHT_GREENLASTLASTLASTLASTTalent Steady Shot is ready to use.
Koa uses Headshot.
Koa&aaaaaaLASTLIGHT_GREENLASTLIGHT_STEEL_BLUELASTLIGHT_GREENLASTLASTLIGHT_GREENLASTLASTLASTLASTLASTfbd578LASTGREYLASTLASTF53CBELASTLASTLASTLAST






























































































