
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Simple Font Floating Text 1.1.5Changes the floating text to a different font Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Possessor Tweaks 1.5.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Juggle Hotkeys on Unwield 1.3.0Adds game options "UI | Hotkey handling on unwield" and "UI | Remove hotkey on drop" to control the handling of hotkeys for activateable objects when you unwield or drop them. You can choose to remove the hotkey or add a special marker to its icon to warn that the associated object is not currently wielded. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Bigger Tooltip 1.5.5Bigger Tooltip Das Blinkenlights 1.3.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it QuickTome: Orb of Communication 1.3.1 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: FlexSpec Respec Limitation Relaxer 1.5.5Possessor Bonus Class 1.5.4Donators/Buyers bonus! EquipDoll - Clean Item Names 1.5.5Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Items Vault 1.5.0Donators/Buyers bonus! Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Convenient Digging 1.5.5 Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Tinker Tooltips 1.5.5Changes the descriptions of the six talents used in making tinkers to show the levels required to make each object. I was sick of looking them up. I'm not sure what's going on with the double-rectangle symbols showing up on newlines in the descriptions, if anyone knows a way to remedy it let me know. Logical Alchemists 1.4.6Makes alchemists focus on creating elixirs that you are not currently helping them with. Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Recognizable Bossess on Minimap 1.5.5Colorizing unique+ ranked creatures on minimap Myth's Tactical Borders 1.3.1This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Cornac |
Class | Brawler |
Level / Exp | 50 / 1367% |
Size | big |
Lifes / Deaths | Killed by Massok the Dragonslayer at level 40 on the 64th Dusk 123rd year of Ascendancy at 21:47 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 159 (base 60) |
Dexterity | 96 (base 63) |
Constitution | 118 (base 38) |
Magic | 21 (base 10) |
Willpower | 32 (base 10) |
Cunning | 71 (base 60) |
Resources
Life | 1817/1817 |
Steam | 100/100 |
Stamina | 262/262 |
Equilibrium | 30 |
Healing Factor | 2.2525 |
Regeneration | 24.08434713997 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 16 |
See Stealth | 25 |
See Invisible | 13 |
Offense: Barehand
Damage | 192 |
Accuracy | 71 |
Crit Chance | 55% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +23% |
Nature | +37% |
Physical | +47% |
Acid | +32% |
All | +17% |
Offense: Damage Penetration
Physical | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 55 (56.618610747051%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 14.547563805104 |
Physical Save | 76 |
Spell Save | 55 |
Mental Save | 47 |
Defense: Resistances
Acid | + 45%( 70%) |
Blight | + 46%( 70%) |
Arcane | + 26%( 70%) |
Cold | + 24%( 70%) |
All | + 22%( 70%) |
Lightning | + 55%( 70%) |
Light | + 27%( 70%) |
Temporal | + 34%( 70%) |
Physical | + 34%( 70%) |
Fire | + 22%( 70%) |
Nature | + 38%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Teleport Resistance | 100% |
Confusion Resistance | 10% |
Pinning Resistance | 100% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 184% efficiency and cooldown mod of 66%. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 659 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 851% 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 Strength stat. |
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 747 life over 5 turns. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 181% efficiency and cooldown mod of 56%. Its effects scale with your Constitution stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.10 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Grappling | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Technique / Pugilism | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Exploit Weakness |
talent | Striking Stance |
talent | Antimagic Shield |
talent | Trained Reactions |
beneficial effect | Countering melee attacks: Has a 53% chance to get an automatic counter attack when avoiding a melee attack. (2.0 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by giant venus flytrap. Escort: injured seer (level 3 of Norgos Lair) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved spell save by +4. | done |
You failed to protect the lost anorithil from death by vampire. Escort: lost anorithil (level 1 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by poison ooze. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved spell save by +4. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Gyra the skeleton magus. Escort: temporal explorer (level 4 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 27. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | 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 | ![]() 3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+3 eff.) Fatigue +12% Resists +15% acid +15% physical Phys.save +15 (+4 eff.) Pinning- +25% Knockbk- +125% Teleport- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
On hands | ![]() 1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +150% ---------- misc Talents +5 Iron Grip Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 125% Gauntlets. But with steam power! |
On head | ![]() 3.0 T5 head armor [Ego++] Master While equipped: Stats +12 Str +8 Dex +3 Wil dps ---------- Acc +25 (+6 eff.) ----- def ----- Armour +5 Fatigue +5% Mind.save +7 (+3 eff.) ---------- misc Light +8 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 9 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Str +7 Con dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Max.HP +67.00 HP.reg +1.00 Heal.mod +14% Rings can have magical properties. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+4 eff.) Mind.save +18 (+6 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 4.4 Pwr.cost 9 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 457.30 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Main armor | ![]() 9.0 T5 light armor [Ego++] Master While equipped: Stats +8 Str +7 Dex dps ---------- Phys.crit +4.0% Crit.mult +15.00% Phys.pwr +7 (+2 eff.) ----- def ----- Armour +18 Defense +15 (+5 eff.) Fatigue +8% Crit.dmg- 35.00% Phys.save +18 (+4 eff.) A suit of armour made of leather. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Psionic While equipped: Stats +7 Dex +7 Wil +6 Con dps ---------- Phys.crit +6.0% Crit.mult +26.00% Phys.pwr +10 (+2 eff.) Melee Ret 8 light 8 physical ----- def ----- Resists +11% blight +3% cold Phys.save +12 (+3 eff.) Spell.save +30 (+9 eff.) Mind.save +13 (+5 eff.) HP.reg +6.30 Heal.mod +30% ---------- misc Light +7 See.Stealth +25 See.Invis +13 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Cloak | ![]() 2.0 T5 cloak armor [Ego++] Master While equipped: Stats +4 Str +4 Con dps ---------- Crit.mult +21.00% Acc +9 (+2 eff.) Apr +9 ----- def ----- Defense +3 (+1 eff.) Resists +30% lightning Phys.save +10 (+3 eff.) Stealth +11 Max.HP +102.00 Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +15% acid +25% physical +6% lightning Res.pen +20% physical On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +12% lightning +15% temporal +6% light +5% arcane +15% acid Phys.save +15 (+4 eff.) Max.HP +67.00 ---------- misc Size +1 A belt that goes around your waist. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.0 steam per turn. Can be activated for an instant burst of 65 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 434 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 710% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 12 turns. While Heroism is active, you will only die when reaching -204 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 27 for 12 turns. While Heroism is active, you will only die when reaching -893 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (14 radius) and to allow you to see invisible and stealthed creatures (power 20) for 23 turns. Your mind will become more receptive for 23 turns, allowing you to sense any demon around. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 325.26 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +6 Str +8 Dex +6 Wil dps ---------- Dmg.mod +6% mind Res.pen +20% temporal ----- def ----- Resists +6% temporal Mind.save +20 (+7 eff.) Heal/summ +30 ---------- misc Psi/ret +0.08 Telepathy Demon/Minor Demon/Major Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: Stats +3 Con dps ---------- Crit.mult +14.00% Acc +7 (+2 eff.) Apr +17 ----- def ----- Phys.save +8 (+2 eff.) Max.HP +48.00 HP.reg +2.20 Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 36 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 23 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +0.15 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: 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. Uses 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? |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+3 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+10 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+5 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+7 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ---------- misc Masteries +0.30 Technique/Unarmed discipline +0.30 Technique/Warcries +0.30 Technique/Pugilism +0.30 Technique/Archery excellence +0.30 Technique/Combat veteran +0.30 Technique/Grappling +0.30 Technique/Archery training +0.30 Technique/Archery - slings +0.30 Technique/Two-handed weapons +0.30 Technique/Thuggery +0.30 Technique/Shield offense +0.30 Technique/Unarmed training +0.30 Technique/Archery prowess +0.30 Technique/Combat training +0.30 Technique/Combat techniques +0.30 Technique/Two-handed assault +0.30 Technique/Berserker's strength +0.30 Technique/Archery - bows +0.30 Technique/Two-handed maiming +0.30 Technique/Shield defense +0.30 Technique/Dual techniques +0.30 Technique/Superiority +0.30 Technique/Finishing moves +0.30 Technique/Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 T5 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +7 Cun +7 Wil dps ---------- Mind.pwr +12 (+5 eff.) ----- def ----- Max.HP +98.00 HP.reg +1.10 Heal.mod +28% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Normal] Rings can have magical properties. |
![]() 7.0 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+23 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 180 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Arcane/Master Power 62.0 - 99.2 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% On Hit.r1 +23 fire While equipped: dps ---------- Phys.crit +17.0% Crit.mult +23.00% Apr +17 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Master Power 75.0 - 120.0 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +19% physical Acc +21 (+5 eff.) Apr +14 Massive two-handed swords. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Disrupt Power 43.0 - 60.2 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 18 arcane resource burn On Crit: * burns latent spell energy Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego+] Nature Power 45.5 - 63.7 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +22 ice While equipped: dps ---------- Res.pen +12% cold ----- def ----- Armour +14 Blunt and deadly. |
![]() 3.0 T5 waraxe 1H weapon [Ego] Arcane Power 41.0 - 57.4 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +16 lightning +16 temporal On Hit: * 25% chance for lightning to arc to a second target While equipped: dps ---------- Melee Ret 18 temporal ----- def ----- Resists +14% temporal One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego++] Nature/Master Power 41.0 - 57.4 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 111% While equipped: Stats +6 Dex dps ---------- Res.pen +15% nature Acc +14 (+4 eff.) ----- def ----- Resists +8% all One-handed war axes. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego] Nature/Psionic Power 15.5 - 17.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +8% mind +8% darkness Melee Ret 8 mind 8 darkness ----- def ----- Phys.save +5 (+1 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) ---------- misc Equi/ret +2.40 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. |
![]() 3.0 T5 steamsaw 1H weapon [Ego++] Arcane/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +100 On Hit: * 15% chance to inflict 15% damage reduction * 20% chance to curse the target Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+4 eff.) Fatigue +12% ---------- misc Wards +4 lightning +4 temporal +5 blight +3 fire +5 cold Talents +1 Ward +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Ego] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +10 While equipped: Stats +4 Cun +7 Dex dps ---------- Res.pen +25% physical Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 T5 shield armor Reqs Heavy Armour Training 2 [Ego] Arcane/Nature While equipped: dps ---------- Melee+ 10 lightning Melee Ret 30 lightning ----- def ----- Armour +3 Defense +12 (+4 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% Resists +18% light +20% darkness ---------- misc Talents +5 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Heavy Armour Training 2 [Ego++] Nature While equipped: Stats +4 Wil dps ---------- Melee Ret 17 ice ----- def ----- Armour +15 Hardiness +9% Defense +12 (+4 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% Resists +20% cold +14% physical ---------- misc Talents +5 Block Handheld deflection devices. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +17% darkness ----- def ----- Defense +5 (+2 eff.) Resists +12% lightning +36% darkness +9% blight +11% fire +12% cold +12% light Phys.save +17 (+4 eff.) Spell.save +34 (+10 eff.) Mind.save +17 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +5 (+2 eff.) Dmg.mod +20% darkness ----- def ----- Defense +5 (+2 eff.) Resists +30% darkness Mind.save +30 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T3 light armor [Unique] Steamtech While equipped: ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Phys.save +15 (+4 eff.) ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
![]() 9.0 T4 light armor [Random Unique] Disrupt/Master While equipped: Stats +8 Str dps ---------- Crit.mult +3.00% Res.pen +10% physical Apr +3 Melee Ret 0 physical ----- def ----- Armour +7 Defense +4 (+2 eff.) Fatigue +8% Resists +27% lightning +17% physical +13% darkness +15% blight +18% nature Crit.dmg- 0.00% ---------- misc Light +2 Track: Puts all charms on 27 cooldown Level 2.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs Heavy Armour Training 3 [Ego+] Arcane While equipped: Stats +7 Con ----- def ----- Armour +16 Defense +9 (+3 eff.) Fatigue +37% Resists +13% fire -17% light +15% darkness Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Heavy Armour Training 3 [Ego+] Master While equipped: ----- def ----- Armour +25 Defense +9 (+3 eff.) Fatigue +26% Resists +8% acid +8% physical +11% cold +11% lightning +10% fire A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Heavy Armour Training 3 [Ego+] Nature/Master While equipped: ----- def ----- Armour +26 Defense +9 (+3 eff.) Fatigue +18% Phys.save +14 (+4 eff.) HP.reg +8.00 ---------- misc Stam/turn +1.80 A suit of armour made of metal plates. |
![]() 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Defense +10 (+4 eff.) Resists +15% mind +0% lightning Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Stun/Frz- +0% ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 9 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 41 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() 2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Res.Cap +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 45 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
![]() 2.0 T5 cloak armor [Ego+] Arcane/Nature While equipped: ----- def ----- Defense +3 (+1 eff.) Resists +20% darkness +21% temporal Max.HP +60.00 Def/telep +25 Res/telep +13% Dur/telep +30% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Phys.save +0 (+0 eff.) Stealth +0 Pinning- +100% Knockbk- +0% Teleport- +0% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 18 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 3.0 T5 feet armor [Ego+] Master/Psionic While equipped: ----- def ----- Armour +5 Defense +10 (+4 eff.) Rng.Def +10 (+4 eff.) Fatigue +4% Phys.save +15 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Ego+] Nature/Master While equipped: Stats +4 Cun +4 Dex ----- def ----- Armour +5 Fatigue +4% Resists +13% lightning +10% temporal Disengage: Puts all charms on 14 cooldown Level 2.4 Pwr.cost 14 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 120% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Ego+] Arcane/Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Armour +5 Fatigue +4% Resists +12% fire +13% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Ego+] Nature While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +5 Fatigue -4% Max.HP +49.00 ---------- misc Stam/turn +0.90 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit / acc Apr +1 Crit +7.0% Atk.spd 167% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 1.5 T5 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +5% Mind.pwr +12 (+5 eff.) ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+5 eff.) Disarm- +0% ---------- misc Light +1 Unarmed combat: Power 34.0 - 47.6 Physical Uses 40% Str, 40% Cun, 40% Dex Apr +18 Crit +12.0% Atk.spd 125% Melee+ +20 silence On Hit: 100% Destroy Magic 5 On Hit: 15% Mana Clash 3 On Hit: 10% Aura of Silence 1 On Hit: * 50 arcane resource burn Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 161.46 arcane damage and stunned). Uses 90 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
![]() 1.5 T5 hands armor [Ego++] Master While equipped: Stats +5 Str +4 Wil +5 Con ----- def ----- Armour +8 Mind.save +13 (+5 eff.) Max.HP +77.00 Disarm- +42% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 37.0 - 51.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.1% dam / acc Acc +11 Apr +15 Crit +10.0% Atk.spd 125% On Hit: 10% Disarm 5 On Hit: 10% Battle Shout 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Ego] Nature/Master While equipped: dps ---------- Acc +0 (+0 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +7% fire +8% cold ---------- misc Light +0 Breathe water A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Ego++] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +14 (+7 eff.) ----- def ----- Defense +3 (+1 eff.) ---------- misc Mana/turn +2.40 Mana/ret +2.40 Max.mana +75.00 Manaflow: Puts all charms on 36 cooldown Level 1.0 Pwr.cost 36 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 8 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego++] Master/Psionic While equipped: Stats +6 Str +7 Dex ----- def ----- Armour +5 Fatigue +5% Resists +21% mind Mind.save +27 (+9 eff.) Confus- +43% A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Ego++] Master While equipped: Stats +5 Str +4 Dex +4 Wil +4 Cun dps ---------- Apr +6 ----- def ----- Armour +5 Fatigue +5% Mind.save +13 (+5 eff.) ---------- misc Light +1 A cap made of leather. |
![]() 3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
![]() 3.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +4 Str +13 Lck dps ---------- Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Melee Ret 9 physical ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1613.3 Physical damage. If the attack hits, the target is confused (45% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Ego+] Master While equipped: Stats +9 Dex ----- def ----- Armour +5 Fatigue +5% Resists +20% darkness ---------- misc Infravis +8 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 1.0 T3 lite [Ego+] Nature/Master While equipped: ----- def ----- Max.HP +46.00 Blind- +32% Confus- +16% ---------- misc Light +7 See.Stealth +7 See.Invis +9 Track: Puts all charms on 36 cooldown Level 2.0 Pwr.cost 36 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+6 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 72 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 12.77 cold damage and 16.05 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
amazing fiery salve [power 37] amazing fiery salve [power 37]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 181% efficiency and 56% cooldown modifier. Remove 3 magical effects and grants a fiery aura (37% fire, light and lightning affinity) Puts Talent Medical Injector on 23 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 37] amazing frost salve [power 37]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 181% efficiency and 56% cooldown modifier. Remove 3 physical effects and grants a frost aura (37% cold, darkness and nature affinity) Puts Talent Medical Injector on 23 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 538] amazing healing salve [power 538]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 181% efficiency and 56% cooldown modifier. Heal 538 Puts Talent Medical Injector on 14 cooldown Medical salve. |
amazing pain suppressor salve [power 471] amazing pain suppressor salve [power 471]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 181% efficiency and 56% cooldown modifier. Let you fight up to -471 life and reduces all damage by 25% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 9 cooldown Activation is instant. Medical salve. |
amazing water salve [power 37] amazing water salve [power 37]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 181% efficiency and 56% cooldown modifier. Remove 3 mental effects and grants a water aura (37% blight, mind and acid affinity). Puts Talent Medical Injector on 23 cooldown Activation is instant. Medical salve. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 90 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 0.0 orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 1/1 This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 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. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 389.08 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 23 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T4 torque charm [Ego] Psionic Teleport randomly (rad 40) Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego+] Psionic While equipped: ---------- misc Talents +4 Silence Cooldown Silence -1 Fire a blast of psionic energies in a range 7 beam dealing 194.81 to 389.61 mind damage Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Brawler-chan the Cornac Brawler level 32
49th Pyre 123rd year of Ascendancy at 12:43 see stats
By Brawler-chan the Cornac Brawler level 50
5th Allure 124th year of Ascendancy at 06:08 see stats
By Brawler-chan the Cornac Brawler level 32
47th Pyre 123rd year of Ascendancy at 02:51 see stats
By Brawler-chan the Cornac Brawler level 18
35th Haze 122nd year of Ascendancy at 04:57 see stats
By Brawler-chan the Cornac Brawler level 35
66th Pyre 123rd year of Ascendancy at 07:29 see stats
By Brawler-chan the Cornac Brawler level 42
18th Haze 123rd year of Ascendancy at 22:25 see stats
By Brawler-chan the Cornac Brawler level 34
62nd Pyre 123rd year of Ascendancy at 23:33 see stats
By Brawler-chan the Cornac Brawler level 7
5th Mirth 122nd year of Ascendancy at 15:36 see stats
By Brawler-chan the Cornac Brawler level 37
12nd Dusk 123rd year of Ascendancy at 16:02 see stats
By Brawler-chan the Cornac Brawler level 33
58th Pyre 123rd year of Ascendancy at 23:29 see stats
By Brawler-chan the Cornac Brawler level 26
16th Pyre 123rd year of Ascendancy at 11:25 see stats
By Brawler-chan the Cornac Brawler level 45
41st Haze 123rd year of Ascendancy at 20:08 see stats
By Brawler-chan the Cornac Brawler level 50
39th Regrowth 124th year of Ascendancy at 16:28 see stats
By Brawler-chan the Cornac Brawler level 19
7th Decay 122nd year of Ascendancy at 14:27 see stats
By Brawler-chan the Cornac Brawler level 24
5th Pyre 123rd year of Ascendancy at 13:39 see stats
By Brawler-chan the Cornac Brawler level 50
10th Regrowth 124th year of Ascendancy at 06:16 see stats
By Brawler-chan the Cornac Brawler level 38
12nd Dusk 123rd year of Ascendancy at 21:44 see stats
By Brawler-chan the Cornac Brawler level 18
40th Haze 122nd year of Ascendancy at 16:37 see stats
By Brawler-chan the Cornac Brawler level 10
5th Flare 122nd year of Ascendancy at 11:25 see stats
By Brawler-chan the Cornac Brawler level 20
7th Regrowth 123rd year of Ascendancy at 00:16 see stats
By Brawler-chan the Cornac Brawler level 30
42nd Pyre 123rd year of Ascendancy at 09:12 see stats
By Brawler-chan the Cornac Brawler level 40
53rd Dusk 123rd year of Ascendancy at 05:50 see stats
By Brawler-chan the Cornac Brawler level 50
1st Allure 124th year of Ascendancy at 23:39 see stats
By Brawler-chan the Cornac Brawler level 50
8th Regrowth 124th year of Ascendancy at 21:04 see stats
By Brawler-chan the Cornac Brawler level 49
57th Haze 123rd year of Ascendancy at 22:47 see stats
By Brawler-chan the Cornac Brawler level 13
74th Dusk 122nd year of Ascendancy at 09:05 see stats
By Brawler-chan the Cornac Brawler level 42
30th Haze 123rd year of Ascendancy at 00:18 see stats
By Brawler-chan the Cornac Brawler level 12
35th Dusk 122nd year of Ascendancy at 04:41 see stats
By Brawler-chan the Cornac Brawler level 34
59th Pyre 123rd year of Ascendancy at 05:16 see stats
By Brawler-chan the Cornac Brawler level 50
39th Regrowth 124th year of Ascendancy at 16:26 see stats
By Brawler-chan the Cornac Brawler level 6
78th Pyre 122nd year of Ascendancy at 06:26 see stats
By Brawler-chan the Cornac Brawler level 50
8th Regrowth 124th year of Ascendancy at 21:09 see stats
By Brawler-chan the Cornac Brawler level 50
36th Regrowth 124th year of Ascendancy at 16:05 see stats
By Brawler-chan the Cornac Brawler level 38
14th Dusk 123rd year of Ascendancy at 21:13 see stats
By Brawler-chan the Cornac Brawler level 31
46th Pyre 123rd year of Ascendancy at 11:05 see stats
By Brawler-chan the Cornac Brawler level 18
27th Haze 122nd year of Ascendancy at 11:47 see stats
By Brawler-chan the Cornac Brawler level 40
64th Dusk 123rd year of Ascendancy at 21:48 see stats
By Brawler-chan the Cornac Brawler level 31
46th Pyre 123rd year of Ascendancy at 10:18 see stats
Log
Brawler-chan picks up (i.): schematic: Explosive Shell.
Brawler-chan picks up (Y.): bloodstone.
Brawler-chan picks up (P.): invigorating pair of voratun boots (0 def, 5 armour).
Brawler-chan picks up (I.): hardened voratun plate armour (9 def, 25 armour).
Brawler-chan picks up (P.): grounding pair of voratun boots of disengagement (0 def, 5 armour).
Brawler-chan picks up (Y.): champion's drakeskin leather cap of trickery (0 def, 5 armour).
Brawler-chan picks up (F.): mindwoven elven-silk robe of darkness (+30%) (5 def, 0 armour).
Lore found: ominous, dark runed staff
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 3 turns (stop reason: learnt lore).
Brawler-chan picks up (w.): Awakened Staff of Absorption (60-72 power, 60 apr, fire element).
--------------------------------
Resting starts...
Rested for 109 turns (stop reason: all resources and life at maximum).
--------------------------------
Brawler-chan picks up (x.): flaming voratun greatsword of ruin (62-99.2 power, 4 apr).
Brawler-chan picks up (z.): inquisitor's voratun longsword (43-60.2 power, 6 apr).
Brawler-chan picks up (v.): solipsist's voratun ring of life.
Brawler-chan picks up (F.): warded voratun steamsaw of corruption (40-60 power, 25 apr).
Ran for 14 turns (stop reason: interesting terrain).
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Brawler-chan deactivates Trained Reactions.
Brawler-chan deactivates Exploit Weakness.
Brawler-chan deactivates Striking Stance.
Brawler-chan deactivates Antimagic Shield.