








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Ashes of Urh'Rok 1.6.0Official Expansion!Embers of Rage 1.6.0Official Expansion!Possessor Bonus Class 1.6.0Donators/Buyers bonus! Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Forbidden Cults 1.6.0Official 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 | Normal Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Brawler |
| Level / Exp | 26 / 89% |
| Size | small |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 22 (base 13) |
| Dexterity | 61 (base 57) |
| Constitution | 16 (base 10) |
| Magic | 19 (base 10) |
| Willpower | 34 (base 10) |
| Cunning | 72 (base 50) |
Resources
| Life | 544/544 |
| Stamina | 255/255 |
| Equilibrium | 20 |
| Healing Factor | 1.2583870967742 |
| Regeneration | 6.1031774193548 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -6.6613381477509E-14% |
| Spell | 0% |
| Global | +112.58159546285% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 39.286009934143 |
| See Invisible | 39.286009934143 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, demon/minor, demon/major |
Offense: Barehand
| Damage | 50 |
| Accuracy | 54 |
| Crit Chance | 29% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Arcane | +6% |
| Mind | +9% |
| All | 0% |
| Lightning | +9% |
| Light | +13% |
| Darkness | +30% |
| Fire | +7% |
| Nature | +6% |
Offense: Damage Penetration
| Arcane | +10% |
| Lightning | +5% |
| Fire | +10% |
| Mind | +50% |
Defense: Base
| Armour (hardiness) | 33 (44.670658682635%) |
| Defense | 59 |
| Ranged Defense | 59 |
| Fatigue | 0.85106382978723 |
| Physical Save | 37 |
| Spell Save | 33 |
| Mental Save | 47 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 41%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 23%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 21%( 70%) |
| Light | + 59%( 70%) |
| Mind | + 27%( 70%) |
| Darkness | + 38%( 70%) |
| Fire | + 41%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Disarm Resistance | 21% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 62% |
| Silence Resistance | 17% |
| Pinning Resistance | 27% |
| Poison Resistance | 20% |
| Knockback Resistance | 24% |
Inscriptions (3/3)
| 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 328 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 42 damage per debuff cleansed. Its effects scale with your Strength 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 116 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Elemental Harmony |
| talent | Striking Stance |
| talent | Trained Reactions |
| beneficial effect | Countering melee attacks: Has a 31% chance to get an automatic counter attack when avoiding a melee attack. (2.0 counters remaining) Counter Attacking |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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 shadow has asked that you come back as soon as possible. The fortress's current energy level is: 79. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed chunk of ghoul flesh. * You've found the needed giant spider spinneret. | active |
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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 | Sunqueen (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +9 Changes resistances: +15% fire / +9% light / +11% cold Physical save: +18 (+7 eff.) Only die when reaching: -60.00 life Maximum stamina: +30.00 A pair of boots made of leather. |
| On hands | Dourrazor (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 15 fire Changes resistances: +6% acid / +13% fire / +9% darkness Changes damage: +6% acid / +7% fire / +30% darkness When used to modify unarmed attacks: Base power: 31.0 - 43.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Fire Breath (10% chance level 5). Damage (radius 2) on crit: +10 fire Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Saladavea (5 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +12 Defense: +5 (+1 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to reduce armor by 21% Changes resistances: +12% blight / +3% lightning / +5% arcane / +6% all Physical save: +11 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Ce'Nadanor the Sunstrike (dig speed 28 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +9% lightning / +6% fire / +11% nature / +15% light Changes resistances penetration: +10% fire Changes damage: +6% nature / +3% light When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Bethidakira the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +3% cold Poison immunity: +20% Disarm immunity: +21% Confusion immunity: +10% Pinning immunity: +27% Knockback immunity: +24% Only die when reaching: -40.00 life Maximum life: +23.00 Rings can have magical properties. |
| On fingers | voratun ring 'Zerumazilahek'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 53% Changes stats: +6 Cun / +8 Wil Changes resistances: +6% mind / +6% darkness Changes resistances penetration: +25% mind Changes damage: +9% mind Mindpower: +9 (+3 eff.) Rings can have magical properties. |
| Around neck | FlashwakerCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 6 acid Changes stats: +4 Str / +6 Dex / +3 Mag / +5 Wil / +1 Con Changes resistances penetration: +5% lightning Changes damage: +9% lightning Light radius: +2 Amulets can have magical properties. |
| Main armor | dreamer's cashmere robe of life (15 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +15 (+4 eff.) Changes resistances: +14% blight / +13% mind / +16% darkness Physical save: +12 (+5 eff.) Spell save: +11 (+6 eff.) Mental save: +24 (+8 eff.) Life regen: +1.60 Maximum life: +51.00 Healing mod.: +11% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(89 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| Cloak | Zaharalach (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Cun / +5 Wil Changes resistances: +5% arcane / +3% nature Changes resistances penetration: +25% mind Grants telepathy: Demon/Minor Demon/Major Mental save: +15 (+5 eff.) Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Stokeenvy the drakeskin leather beltPowered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +9 Damage when hit (Melee): 8 fire Changes stats: +6 Mag Changes resistances: +8% blight Changes resistances penetration: +10% arcane Changes damage: +6% arcane Mana each turn: +0.21 Maximum mana: +34.00 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to create a temporary shield that absorbs 296 damage Activation puts all charms on cooldown for 27 turns. A belt that goes around your waist. |
Inventory
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... |
cleansing copper amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% nature / +11% blight Poison immunity: +20% Disease immunity: +21% Amulets can have magical properties. |
copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Amulets can have magical properties. |
warrior's copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +6% physical Stamina each turn: +0.30 Amulets can have magical properties. |
warrior's steel amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +6% physical Stamina each turn: +0.30 Amulets can have magical properties. |
Rhurorak the VoidseamCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Changes damage: +15% mind / +18% darkness Vim when firing critical spell: +2.00 Rings can have magical properties. |
marksman's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Rings can have magical properties. |
marksman's steel ring of light (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +24% light Changes damage: +12% light Rings can have magical properties. |
mule's gold ring of nature (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -4% Changes resistances: +26% nature Changes damage: +13% nature Maximum encumbrance: +22 Rings can have magical properties. |
psionicist's copper ring of corrosion (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% acid Changes damage: +11% acid Mental save: +6 (+2 eff.) Rings can have magical properties. |
rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Rings can have magical properties. |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
Yaravon the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Changes stats: +17 Wil / +3 Cun / +15 Con Changes resistances: +6% acid / +6% darkness / +18% light / +12% blight Maximum life: +116.00 Longbows are used to shoot arrows at your foes. |
mage-hunter's ash longbow of enduringRequires: - Dexterity 16 - Talent Shoot Infused by nature Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +7 When wielded/worn: Effects on ranged hit: * 8 arcane resource burn Changes stats: +12 Wil / +3 Cun / +11 Con Talent mastery: +0.15 Wild-gift / Antimagic Disease immunity: +15% Maximum life: +45.00 Mindpower: +9 (+3 eff.) Longbows are used to shoot arrows at your foes. It was changed by the digestive sack. |
Charged Focus (10-11 power, 24 apr, lightning damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0 Uses stats: 50% Wil, 30% Cun Damage type: Lightning Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+3 eff.) Maximum psi: +30.00 Mindpower: +12 (+4 eff.) Mental crit. chance: +6% Electrical energies are focussed in the core of this mindstar. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Jetwilter the drakeskin leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 21% Changes stats: +3 Con Changes resistances: +3% acid / +3% fire / +12% darkness Changes damage: +15% darkness Mental save: +11 (+3 eff.) Mindpower: +5 (+2 eff.) A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Frozenblur the cashmere cloak (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+0 eff.) Changes stats: +6 Dex Changes resistances: +15% cold Changes damage: +3% cold Light radius: +1 See invisible: +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vorimira the elven-silk cloak (18 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+4 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Changes stats: +4 Wil Changes resistances: +3% mind Mental save: +15 (+5 eff.) Disease immunity: +20% Teleport immunity: +20% Only die when reaching: -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gleamstone the elven-silk robe (25 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +25 (+6 eff.) Changes stats: +4 Cun Changes resistances: +27% lightning / +9% light Changes damage: +18% lightning Mental save: +9 (+3 eff.) Blindness immunity: +20% Maximum psi: +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Korukalthosta' (24 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +9 Defense: +24 (+6 eff.) Changes resistances: +3% acid / +6% blight / +9% fire / +5% arcane / +3% mind Physical save: +23 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of drakeskin leather boots 'Boltravage' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -9% Changes stats: +2 Cun Changes resistances: +12% blight / +15% nature Changes damage: +6% lightning Critical mult.: +5.00% Maximum encumbrance: +32 Physical save: +11 (+4 eff.) A pair of boots made of leather. |
pair of drakeskin leather boots 'Deepsgrind' (9 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +9 (+2 eff.) Changes stats: +7 Str / +6 Con Changes resistances: +6% light Changes resistances penetration: +10% physical Changes damage: +6% darkness / +6% physical Reduces incoming crit damage: 15.00% Confusion immunity: +20% Maximum stamina: +30.00 Size category: +1 A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 125% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 52.86 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Hellbringer (0 def, 3 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 11 acid Changes stats: +4 Con Changes resistances: +8% acid Changes damage: +9% acid / +6% fire Grants telepathy: Demon/Minor Demon/Major Confusion immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Acid Breath (10% chance level 5). Damage (radius 2) on crit: +15 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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 Poison immunity: +20% Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 125% When this weapon hits: Slime Spit (35% chance level 1). These gloves are coated with a thick, green liquid. |
drakeskin leather gloves 'Elonne' (9 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +13 (+4 eff.) Physical power: +12 (+4 eff.) Armour: +3 Defense: +9 (+2 eff.) Changes stats: +6 Dex Changes damage: +18% physical Physical save: +6 (+3 eff.) Only die when reaching: -40.00 life When used to modify unarmed attacks: Base power: 26.5 - 29.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +10 Armour Penetration: +5 Crit. chance: +15.0% Attack speed: 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Winteroracle' (0 def, 3 armour)Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +14 (+5 eff.) Armour penetration: +10 Physical power: +8 (+3 eff.) Armour: +3 Changes resistances: +10% blight / +9% cold Changes resistances penetration: +15% cold Changes damage: +6% mind Critical mult.: +15.00% Spell save: +18 (+8 eff.) Mental save: +15 (+5 eff.) Psi when hit: +0.20 When used to modify unarmed attacks: Base power: 24.5 - 27.0 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 125% On weapon hit: * 12% chance to slow global speed by 53% * 25% chance to reduce armor by 21% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Arurissra (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +22% cold / +15% light / +2% physical Changes resistances penetration: +10% mind Changes damage: +15% cold Reduces incoming crit damage: 5.00% Mental save: +6 (+2 eff.) Silence immunity: +20% A pointy cloth hat, very wizardly... |
Bregitogorn the elven-silk wizard hat (3 def, 6 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Changes resistances: +24% lightning / +3% physical Changes damage: +16% lightning Disease immunity: +20% Silence immunity: +20% Disarm immunity: +20% Stun/Freeze immunity: +20% A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+5 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
voratun helm 'Vorarin' (0 def, 5 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +5 Wil Changes resistances: +6% acid / +11% physical / +6% light / +6% fire / +6% nature / +15% lightning Physical save: +14 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+2 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 51.50 to 154.49 lightning damage (103.00 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+1 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
troll-hide cured leather armour of lightning resistance (6 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +7% Changes resistances: +19% lightning Life regen: +3.90 Maximum life: +32.00 Healing mod.: +10% A suit of armour made of leather. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 90 power out of 100/100. The very essence of bearness! |
6 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. |
80 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. |
4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 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. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Dourtaint the voratun pickaxe (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Defense: +9 (+2 eff.) Damage when hit (Melee): 4 fire Changes stats: +3 Str Changes resistances: +18% cold Changes resistances penetration: +15% darkness Reduces incoming crit damage: 15.00% Life regen: +4.00 Infravision radius: +3 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)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 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. |
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. |
Zyntir [power 496] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +3 Wil Changes resistances: +6% light / +3% darkness Mental save: +12 (+4 eff.) Blindness immunity: +20% It can be used to sting an enemy dealing 496 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
4 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. |
5 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. |
9 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. |
4 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
Can you bear it? So much bearness! (Roguelike)
Killed Borius in the Bearscape.By Bruce Yee the Yeek Brawler level 26
40th Haze 122nd year of Ascendancy at 23:17 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Bruce Yee the Yeek Brawler level 13
6th Flare 122nd year of Ascendancy at 05:20 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Bruce Yee the Yeek Brawler level 18
37th Dusk 122nd year of Ascendancy at 20:58 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Bruce Yee the Yeek Brawler level 25
12nd Haze 122nd year of Ascendancy at 04:24 see stats
Level 10 (Roguelike)
Got a character to level 10.By Bruce Yee the Yeek Brawler level 10
2nd Mirth 122nd year of Ascendancy at 19:32 see stats
Level 20 (Roguelike)
Got a character to level 20.By Bruce Yee the Yeek Brawler level 20
43rd Dusk 122nd year of Ascendancy at 19:55 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Bruce Yee the Yeek Brawler level 21
48th Dusk 122nd year of Ascendancy at 14:04 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Bruce Yee the Yeek Brawler level 12
1st Summertide 122nd year of Ascendancy at 06:28 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Bruce Yee the Yeek Brawler level 24
79th Dusk 122nd year of Ascendancy at 06:59 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Bruce Yee the Yeek Brawler level 21
65th Dusk 122nd year of Ascendancy at 05:08 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Bruce Yee the Yeek Brawler level 24
78th Dusk 122nd year of Ascendancy at 15:42 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Bruce Yee the Yeek Brawler level 20
48th Dusk 122nd year of Ascendancy at 04:14 see stats
Log
You gain 6.49 gold from the transmogrification of Shinebreak the pair of rough leather boots (0 def, 1 armour).
Bruce Yee wears (replacing pair of drakeskin leather boots 'Deepsgrind' (9 def, 5 armour)): Sunqueen (0 def, 9 armour).
You gain 12.40 gold from the transmogrification of pair of iron boots 'Ce'Naletta' (0 def, 3 armour).
Bruce Yee wears (replacing Steel Helm of Garkul (0 def, 6 armour)): Saladavea (5 def, 12 armour).
Today is the 42nd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:23.
Today is the 43rd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:36.
Today is the 44th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:01.
Today is the 45th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:15.
Today is the 46th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:26.
Today is the 47th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:51.
Today is the 48th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:05.
Today is the 49th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:30.
Today is the 50th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:41.
There is a Entrance to a ruined dungeon here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Bruce Yee deactivates Striking Stance.
Bruce Yee deactivates Trained Reactions.
Bruce Yee deactivates Elemental Harmony.











































































































