












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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:
Ashes of Urh'Rok 1.7.0Official 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:
Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 19 / 35% |
| Size | medium |
| Lifes / Deaths | Killed by Betamira the blue jelly at level 19 on the 23rd Dearth 122nd year of Ascendancy at 20:53 / 1 |
Primary Stats
| Strength | 30 (base 24) |
| Dexterity | 9 (base 10) |
| Constitution | 17 (base 10) |
| Magic | 34 (base 34) |
| Willpower | 44 (base 33) |
| Cunning | 22 (base 12) |
Resources
| Life | -63/583 |
| Mana | 199/378 |
| Equilibrium | 53 |
| Steam | 100/100 |
| Healing Factor | 1.062941519274 |
| Regeneration | 0.2657353798185 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 39.531537443297 |
| See Invisible | 38.531537443297 |
Offense: Mainhand
| Damage | 44 |
| Accuracy | 35 |
| Crit Chance | 12% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 22 |
| Accuracy | 35 |
| Crit Chance | 12% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 5% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Light | +6% |
| Nature | +5% |
| Cold | +18% |
| Lightning | +3% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Cold | +15% |
| Physical | +30% |
| Light | +10% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 30.551211628464 (93.607947236566%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 46 |
| Physical Save | 29 |
| Spell Save | 39 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 50%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 3%( 70%) |
| All | 0%( 70%) |
| Lightning | + 33%( 70%) |
| Light | + 16%( 70%) |
| Temporal | + 12%( 70%) |
| Physical | + 15%( 70%) |
| Darkness | + 23%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Stun Resistance | 52% |
| Confusion Resistance | 23% |
| Poison Resistance | 20% |
| Disarm Resistance | 100% |
| Teleport Resistance | 100% |
| Silence Resistance | 23% |
| Pinning Resistance | 31% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 78 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 108 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | 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 |
Equipment
| On feet | Daywend (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +1 Physical power: +5 (+2 eff.) Armour: +3 Fatigue: +2% Damage when hit (Melee): 2 light Changes stats: +1 Dex Changes resistances: +4% physical Physical save: +6 (+3 eff.) Silence immunity: +23% Confusion immunity: +23% Pinning immunity: +10% Stun/Freeze immunity: +22% Knockback immunity: +10% Teleport immunity: +100% Only die when reaching: -20.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Balancerune the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 48% Changes stats: +2 Wil Changes resistances: +3% nature Reduces incoming crit damage: 5.00% Mental save: +6 (+2 eff.) Disarm immunity: +10% Light radius: +3 See stealth: +7 See invisible: +6 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 | Snowpower (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 cold Changes stats: +6 Cun / +2 Con Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +20% physical / +10% cold Mental save: +9 (+3 eff.) Light radius: +2 A cap made of leather. |
| On hands | Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Talent granted: +2 Iron Grip Poison immunity: +20% Disarm immunity: +70% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Tool | Lustrecrack (dig speed 30 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Damage when hit (Melee): 4 physical Changes stats: +1 Str Changes resistances: +5% arcane Changes resistances penetration: +10% physical Changes damage: +6% light Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | wizard's steel ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Disarm immunity: +24% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +20.00 Rings make your fingers look great! |
| On fingers | copper ring of corrosion (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% acid Changes damage: +11% acid Rings make your fingers look great! |
| Around neck | Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Tidesting (0 def, 4 armour, 13-16 power, 41.5 block)Requires: - Shield usage training - Strength 16 Powered by arcane forces Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 13.0 - 15.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +42 Damage (Melee): +12 acid / +12 physical When wielded/worn: Armour: +4 Fatigue: +8% Effects when hit in melee: * 13% chance to reduce armor by 25% Changes stats: +1 Wil / +2 Con Changes resistances: +11% acid / +11% physical / +13% light / +3% cold / +14% darkness Changes resistances penetration: +5% cold Changes damage: +18% cold Talent granted: +1 Block Slows Projectiles: +12% Bonus block near projectiles: +28 Handheld deflection devices. |
| Around waist | Shockream the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 48% Changes resistances: +3% nature / +6% darkness Changes damage: +3% lightning Maximum life: +33.00 A belt that goes around your waist. |
| In off hand | Dagurim (0 def, 4 armour, 12-14 power, 37.5 block)Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 12.0 - 14.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +38 Damage (Melee): +8 mind Damage (radius 1) on hit: +10 fire When wielded/worn: Armour: +4 Fatigue: +8% Effects on melee hit: * 6% chance to reduce all saves and defense by 22 Damage (Melee): 6 fire Effects when hit in melee: * 10% chance to reduce all saves and defense by 22 Damage when hit (Melee): 3 fire On shield block: * Cause enemies within radius 6 to bleed for 166 physical damage over 5 turns (1/turn) Talent granted: +1 Block Hate when firing a critical mind attack: +1.00 Mental crit. chance: +2% Handheld deflection devices. |
| Cloak | linen cloak 'Dimkiss' (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +1 Wil Changes resistances: +3% darkness / +18% lightning Changes resistances penetration: +5% mind Changes damage: +3% mind Reduces incoming crit damage: 15.00% Spell save: +5 (+2 eff.) Mental save: +6 (+2 eff.) Stun/Freeze immunity: +30% Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Prismwrest the steel plate armour (0 def, 10 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +20% Fatigue: +27% Effects on melee hit: * 10% chance to slow global speed by 48% Changes resistances: +17% acid / +6% temporal / +3% light / +9% lightning Changes resistances penetration: +10% light Spell save: +6 (+2 eff.) Light radius: +1 A suit of armour made of metal plates. |
Inventory
movement infusion of the psychic (speed 532%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 532% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss TreadRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
noble's rough leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Damage against: +20% Summoned Reduced damage from: +15% Summoned Life regen: +0.70 Healing mod.: +11% A belt that goes around your waist. |
Voidwrack the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +4 Dex / +4 Mag / +4 Cun Changes resistances: +6% lightning / +5% temporal Changes resistances penetration: +15% darkness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Gloronne' (5 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +1.0% Armour: +3 Defense: +5 (+5 eff.) Fatigue: +2% Changes stats: +1 Cun / +2 Dex Silence immunity: +20% Confusion immunity: +22% Stun/Freeze immunity: +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Hedan' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes stats: +3 Wil Maximum encumbrance: +21 Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Maximum life: +100.00 Healing mod.: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blighted iron gauntlets of magic (+2) (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 blight Changes stats: +2 Mag Changes resistances: +6% blight Changes damage: +4% blight / +3% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Str Disarm immunity: +0% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Glathra the iron helm (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +1 Str / +2 Dex / +5 Mag Changes resistances: +3% temporal Changes damage: +3% mind Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Loamsorrow (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to reduce armor by 25% Changes stats: +3 Wil Changes resistances: +6% light / +6% acid Changes damage: +6% nature Physical save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Zanyrath the linen wizard hat (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: +2 Cun Changes resistances: +5% arcane / +6% fire Mental save: +8 (+3 eff.) Poison immunity: +10% A pointy cloth hat, very wizardly... |
grounding iron helm of the depths (0 def, 3 armour) =water=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +5% lightning / +5% temporal / +7% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron shield 'Ragarain' (0 def, 2 armour, 8-10 power, 19.5 block)Requires: - Shield usage training - Strength 11 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.0 - 9.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +20 Damage (Melee): +11 light / +11 darkness Damage (radius 1) on hit: +4 arcane When wielded/worn: Armour: +2 Fatigue: +8% Damage when hit (Melee): 4 temporal Changes stats: +2 Mag / +2 Wil / +6 Cun Changes resistances: +11% light / +11% darkness Changes damage: +11% light / +10% darkness Talent granted: +1 Block See invisible: +3 Handheld deflection devices. |
5 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. |
203 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. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
ZubuyaraCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 48% Changes resistances: +12% lightning / +6% temporal / +3% darkness / +3% light Light radius: +6 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. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep 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 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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) Activation costs 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 Activation costs 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'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 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. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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 Bugbeard the Dwarf Stone Warden level 10
14th Wealth 122nd year of Ascendancy at 16:54 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Bugbeard the Dwarf Stone Warden level 6
19th Voratun 122nd year of Ascendancy at 01:22 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Bugbeard the Dwarf Stone Warden level 6
10th Wealth 122nd year of Ascendancy at 11:30 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Bugbeard the Dwarf Stone Warden level 13
20th Wealth 122nd year of Ascendancy at 23:36 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Bugbeard the Dwarf Stone Warden level 18
11st Dearth 122nd year of Ascendancy at 12:49 see stats
Log
Bugbeard performs a melee critical strike against Betamira the blue jelly!
Betamira the blue jelly's Beyond the Flesh hits Bugbeard for (15 flat reduction), 35 cold, (15 flat reduction), 0 cold (35 total damage).
Melee retaliation hits Betamira the blue jelly for (2 flat reduction), 0 light, (3 flat reduction), 0 cold, (2 flat reduction), 0 fire, (8 flat reduction), 0 arcane, (1 to psi shield), (2 flat reduction), 0 physical (0 total damage).
Stone Vine from Bugbeard hits Betamira the blue jelly for (6 to psi shield), (10 flat reduction), 0 nature, (10 flat reduction), 3 arcane (3 total damage).
Bugbeard hits Betamira the blue jelly for (4 to psi shield), (7 flat reduction), 0 nature, (6 to psi shield), (9 flat reduction), 0 acid, (6 to psi shield), (10 flat reduction), 0 physical, (8 flat reduction), 0 fire, (7 flat reduction), 0 mind, (10 flat reduction), 10 arcane, (8 to psi shield), (10 flat reduction), 2 nature, (10 flat reduction), 1 mind, (8 flat reduction), 0 fire, (7 flat reduction), 0 mind, (10 flat reduction), 10 arcane, (10 flat reduction), 4 fire (27 total damage).
The unstable sand tunnel collapses!
Betamira the blue jelly throws two quick punches.
Betamira the blue jelly performs a melee critical strike against Bugbeard!
Bugbeard speeds up.
Melee retaliation hits Betamira the blue jelly for (2 flat reduction), 0 light, (3 flat reduction), 0 cold, (2 flat reduction), 0 fire, (8 flat reduction), 0 arcane, (1 to psi shield), (2 flat reduction), 0 physical, (2 flat reduction), 0 light, (3 flat reduction), 0 cold, (2 flat reduction), 0 fire, (8 flat reduction), 0 arcane, (1 to psi shield), (2 flat reduction), 0 physical (0 total damage).
Betamira the blue jelly hits Bugbeard for (15 flat reduction), 48 cold, (15 flat reduction), 0 cold, (15 flat reduction), 66 cold, (15 flat reduction), 0 cold (114 total damage).
Betamira the blue jelly slows down.
Betamira the blue jelly is free from the stone vine.
Betamira the blue jelly speeds up.
Melee retaliation hits Betamira the blue jelly for (2 flat reduction), 0 light, (3 flat reduction), 0 cold, (2 flat reduction), 0 fire, (8 flat reduction), 0 arcane, (1 to psi shield), (2 flat reduction), 0 physical (0 total damage).
Betamira the blue jelly's Beyond the Flesh hits Bugbeard for 24 cold, 15 cold (39 total damage).
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
You fail to use Nature's Touch due to your equilibrium!
Betamira the blue jelly lashes out with a flurry of fists.
Bugbeard counter attacks Betamira the blue jelly with his shield shards!
Betamira the blue jelly slows down.
Betamira the blue jelly performs a melee critical strike against Bugbeard!
Betamira the blue jelly's armor corrodes!
Melee retaliation hits Betamira the blue jelly for (2 flat reduction), 0 light, (3 flat reduction), 0 cold, (2 flat reduction), 0 fire, (8 flat reduction), 0 arcane, (1 to psi shield), (2 flat reduction), 0 physical, (2 flat reduction), 0 light, (3 flat reduction), 0 cold, (2 flat reduction), 0 fire, (8 flat reduction), 0 arcane, (1 to psi shield), (2 flat reduction), 0 physical, (2 flat reduction), 0 light, (3 flat reduction), 0 cold, (2 flat reduction), 0 fire, (8 flat reduction), 0 arcane, (1 to psi shield), (2 flat reduction), 0 physical (0 total damage).
Bugbeard hits Betamira the blue jelly for (5 to psi shield), (7 flat reduction), 0 nature, (6 to psi shield), (9 flat reduction), 0 acid, (6 to psi shield), (10 flat reduction), 0 physical, (8 flat reduction), 0 fire, (7 flat reduction), 0 mind, (10 flat reduction), 10 arcane, (5 to psi shield), (7 flat reduction), 0 nature, (10 flat reduction), 1 mind, (8 flat reduction), 0 fire, (7 flat reduction), 0 mind, (10 flat reduction), 10 arcane, (10 flat reduction), 4 fire (24 total damage).
Betamira the blue jelly hits Bugbeard for 69 cold, 15 cold, 119 cold, 15 cold, 57 cold (274 total damage).
Bugbeard the level 19 dwarf stone warden was frozen and shattered into a million little shards to death by Betamira the blue jelly on level 1 of Sandworm lair.



















































































