Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.3.0Donators/Buyers bonus! Steamtech UI 1.1.4 Ignore Race/Class Locks 1.1.0Modifies 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.] Ashes of Urh'Rok 1.2.4Official 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:
Improved Auto-explore and Rest 1.3.1Quality 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. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! 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. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. 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 | Male |
| Race | Halfling |
| Class | Bulwark |
| Level / Exp | 24 / 59% |
| Size | small |
| Lifes / Deaths | Killed by elven cultist at level 24 on the 1st Pyre 123rd year of Ascendancy at 03:43 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 55 (base 50) |
| Dexterity | 16 (base 12) |
| Constitution | 61 (base 50) |
| Magic | 10 (base 10) |
| Willpower | 40 (base 34) |
| Cunning | 16 (base 10) |
Resources
| Life | -272/793 |
| Stamina | 205/214 |
| Equilibrium | 37 |
| Healing Factor | 1.2 |
| Regeneration | 72.895382954381 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 96 |
| Accuracy | 46 |
| Crit Chance | 14% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 22.5 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34.7 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 80.526361326873 (99.924050632911%) |
| Defense | 46.712931335853 |
| Ranged Defense | 51.046264669186 |
| Fatigue | 47 |
| Physical Save | 68.11875 |
| Spell Save | 65.71875 |
| Mental Save | 44.825 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 57% |
| Confusion Resistance | 36% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 31% |
| Poison Resistance | 15% |
| Knockback Resistance | 77% |
Inscriptions (4/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 247 life over 5 turns. Its effects scale with your Strength 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 311 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 183 and cleanse 1 wound and poison effect. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Battle tactics | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Shield Wall |
| detrimental effect | The target is on fire, taking 84.56 fire damage per turn. Burning |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 15. Militant Mind |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | The target has 50% chance to evade melee attacks and gains 17 defense. Evasion |
| beneficial effect | The target is recovering 43 life each turn. Recovery |
| beneficial effect | A flow of life spins around the target, regenerating 49.40 life per turn. Regeneration |
| beneficial effect | You gain 18% resistance against lightning. Resolve |
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 |
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 failed to protect the injured seer from death by Rothgar. Escort: injured seer (level 2 of Trollmire) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Willpower by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Willpower by +1. | done |
You failed to protect the lost sun paladin from death by Arykira the shimmering crystal. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved spell save by +4. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Constitution by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 |
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 Possessed. | 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: 46. | 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. | 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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed vampire lord fang. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Velareba the pair of hardened leather boots (3 def, 3 armour) Velareba the pair of hardened leather boots (3 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +3 Defense: +3 (+1 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +3% Physical save: +25 (+6 eff.) Life regen: +0.20 A pair of boots made of leather. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (96 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training 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 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Bethatta the dwarven-steel gauntlets (0 def, 2 armour) Bethatta the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +1 Cun / +3 Con Changes resistances penetration: +10% mind Physical save: +15 (+4 eff.) Spell save: +5 (+1 eff.) Mental save: +3 (+1 eff.) Disarm immunity: +31% Maximum mana: +20.00 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.9 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | treant's steel ring of fire (+7%) treant's steel ring of fire (+7%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +7% blight / +22% fire / +5% nature Changes damage: +11% fire Poison immunity: +10% Disease immunity: +10% Rings can have magical properties. |
| On fingers | Vorarima the stralite ring Vorarima the stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +3 Armour: +4 Changes damage: +3% physical Maximum encumbrance: +10 Mental save: +11 (+4 eff.) Poison immunity: +5% Confusion immunity: +36% Rings can have magical properties. |
| Around neck | savior's gold amulet of cunning (+2) savior's gold amulet of cunning (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +13 (+4 eff.) Amulets can have magical properties. |
| In main hand | Shimmerguile the stralite waraxe (33-46.2 power, 5 apr) Shimmerguile the stralite waraxe (33-46.2 power, 5 apr)Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom * 40% chance to daze Damage (Melee): +13 darkness Burst (radius 1) on hit: +4 lightning Damage against: +11% Living When wielded/worn: Changes damage: +3% lightning One-handed war axes. |
| Around waist | Loratoneg LoratonegCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Changes stats: +3 Str Critical mult.: +7.00% Only die when reaching: -40.00 life Maximum life: +10.00 Healing mod.: +10% A belt that goes around your waist. |
| In off hand | Bynik (8 def, 10 armour, 32-38.4 power, 75 block) Bynik (8 def, 10 armour, 32-38.4 power, 75 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 32.0 - 38.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +75 On weapon hit: * deal bonus physical damage equal to your armor When wielded/worn: Armour: +10 Armour Hardiness: +6% Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Changes resistances: +13% physical Talent granted: +3 Block Physical save: +6 (+2 eff.) Spell save: +10 (+2 eff.) Knockback immunity: +20% Handheld deflection devices. |
| Cloak | cashmere cloak 'Singestoker' (11 def, 0 armour) cashmere cloak 'Singestoker' (11 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +11 (+4 eff.) Changes resistances: +6% fire Changes damage: +12% mind Critical mult.: +5.00% Physical save: +8 (+2 eff.) Maximum psi: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Ce'Nuyann the Prismquake (5 def, 11 armour) Ce'Nuyann the Prismquake (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Changes resistances: +6% light / +3% lightning Life regen: +2.00 Stamina each turn: +1.10 Light radius: +2 A suit of armour made of metal plates. |
Inventory
Rune of the Rift (310.00 temporal damage, removed from time 4 turns) Rune of the Rift (310.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 310.00 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. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Ologodor the gold amulet Ologodor the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +1 Wil Changes resistances penetration: +5% mind Life regen: +2.60 See invisible: +9 Amulets can have magical properties. |
clarifying gold amulet of cunning (+4) clarifying gold amulet of cunning (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Cun Changes resistances: +14% mind Confusion immunity: +20% Amulets can have magical properties. |
Radiancestriker the gold ring Radiancestriker the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +2 Fatigue: -6% Damage when hit (Melee): 8 physical Changes stats: +1 Str / +5 Mag Changes resistances penetration: +5% light Critical mult.: +3.00% Spell save: +10 (+2 eff.) Rings can have magical properties. |
Toruyabers ToruyabersCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Con Changes damage: +6% mind Spell save: +13 (+3 eff.) Maximum stamina: +22.00 See invisible: +12 Rings can have magical properties. |
marksman's stralite ring of frost (+20%) marksman's stralite ring of frost (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +4 Dex Changes resistances: +20% cold Changes damage: +10% cold Rings can have magical properties. |
psionicist's copper ring of tenacity psionicist's copper ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +23% Maximum life: +21.00 Rings can have magical properties. |
steel ring of nature (+22%) steel ring of nature (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
stralite ring 'Eilinyba' stralite ring 'Eilinyba'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +1 Changes damage: +3% mind / +12% physical Critical mult.: +3.00% Reduces incoming crit damage: 10.00% Blindness immunity: +37% Infravision radius: +6 See stealth: +18 See invisible: +14 Rings can have magical properties. |
Layinne (32-48 power, 4 apr) Layinne (32-48 power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.0 - 48.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +6.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Wil / +5 Mag Critical mult.: +10.00% Spellpower: +12 (+6 eff.) Massive two-handed battleaxes. |
Moon (30-39 power, 30 apr) Moon (30-39 power, 30 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
balanced dwarven-steel dagger of purging (18-23.4 power, 7 apr) balanced dwarven-steel dagger of purging (18-23.4 power, 7 apr)Requires: - Dexterity 24 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +7 nature When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +6 (+2 eff.) Disarm immunity: +20% Sharp, short and deadly. |
dwarven-steel greatsword 'Hathazilalin' (36-57.6 power, 2 apr) dwarven-steel greatsword 'Hathazilalin' (36-57.6 power, 2 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc This weapon will act as a psionic focus. Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 24% chance to cause random gloom Damage (Melee): +9 mind When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +3% mind Spell save: +3 (+1 eff.) Mental save: +20 (+7 eff.) Knockback immunity: +20% Massive two-handed swords. |
hateful dwarven-steel greatsword of crippling (38.5-61.6 power, 2 apr) hateful dwarven-steel greatsword of crippling (38.5-61.6 power, 2 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.5 - 61.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +12 darkness Damage against: +7% Living When wielded/worn: Physical crit. chance: +9.0% Massive two-handed swords. |
Merkul's Second Eye Merkul's Second EyeRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
blazebringer's yew longbow of recursion blazebringer's yew longbow of recursionRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When this weapon hits: Shoot (10% chance level 1). Damage (Ranged): +7 fire When wielded/worn: Changes resistances penetration: +7% fire Global speed: +3% Longbows are used to shoot arrows at your foes. |
steel mace 'Tulymnir' (26.5-37.1 power, 3 apr) steel mace 'Tulymnir' (26.5-37.1 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 26.5 - 37.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +7 nature / +7 temporal When wielded/worn: Damage when hit (Melee): 12 blight / 8 temporal Changes resistances: +6% blight Blunt and deadly. |
Aeresahad (20-24 power, 4 apr, light element) Aeresahad (20-24 power, 4 apr, light element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +20% When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +5 Defense: +5 (+2 eff.) Damage when hit (Melee): 8 blight Maximum wards: +2 light Changes damage: +20% light Talents granted: +1 Command Staff +3 Ward Physical save: +10 (+2 eff.) Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Salymina the elven-wood starstaff (25-30 power, 5 apr, darkness element) Salymina the elven-wood starstaff (25-30 power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +1 Cun / +2 Con Changes damage: +25% darkness Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Command Staff Spellpower: +12 (+6 eff.) Spell crit. chance: +12% Infravision radius: +1 Staves designed for wielders of magic, by the greats of the art. |
Sootwish the elven-wood vilestaff (29-34.8 power, 5 apr, darkness element) Sootwish the elven-wood vilestaff (29-34.8 power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 29.0 - 34.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +1 Str Changes damage: +29% darkness Talent granted: +1 Command Staff Spellpower: +16 (+8 eff.) Spell crit. chance: +4% Light radius: +3 Staves designed for wielders of magic, by the greats of the art. |
Lavanoon the dwarven-steel waraxe (20-28 power, 4 apr) Lavanoon the dwarven-steel waraxe (20-28 power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Burst (radius 1) on hit: +4 fire When wielded/worn: Changes resistances: +6% lightning / +6% temporal Disarm immunity: +5% One-handed war axes. |
enveloping cashmere cloak of Iron Throne (8 def, 0 armour) enveloping cashmere cloak of Iron Throne (8 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +1 Str / +2 Con Physical save: +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
scouring dwarven-steel gauntlets of the nighthunter (0 def, 2 armour) scouring dwarven-steel gauntlets of the nighthunter (0 def, 2 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Armour: +2 Effects when hit in melee: * 20% chance to reduce powers by 20% * 17 arcane resource burn Changes stats: +3 Cun Changes resistances: +7% darkness Spell save: +11 (+3 eff.) Infravision radius: +2 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+3 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Zazor the dwarven-steel helm (0 def, 4 armour) Zazor the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +6 Str / +7 Dex / +2 Mag / +2 Cun Grants telepathy: Demon/Minor Demon/Major Light radius: +1 See invisible: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eluranne (7 def, 13 armour) Eluranne (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 16 mind Changes resistances: +23% acid Changes resistances penetration: +10% mind Mental save: +9 (+3 eff.) Equilibrium when hit: +0.04 Mental crit. chance: +3% A suit of armour made of metal plates. |
Festerlady (4 def, 10 armour) Festerlady (4 def, 10 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 Defense: +4 (+1 eff.) Fatigue: +22% Changes resistances: +7% acid / +8% cold Changes damage: +3% nature Allows you to breathe in: water Spell save: +3 (+1 eff.) Mana each turn: +0.12 Maximum vim: +30.00 A suit of armour made of metal plates. |
Brighthack the dwarven-steel shield (8 def, 8 armour, 30.5-36.6 power, 74.5 block) Brighthack the dwarven-steel shield (8 def, 8 armour, 30.5-36.6 power, 74.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.5 - 36.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +74 On weapon hit: * 15% chance to daze * deal bonus physical damage equal to your armor Damage (Melee): +12 mind Burst (radius 1) on hit: +4 fire When wielded/worn: Armour: +8 Armour Hardiness: +6% Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Damage (Melee): 5 lightning Damage when hit (Melee): 10 lightning / 12 fire Changes resistances: +17% fire / +10% physical Changes damage: +6% fire Talent granted: +3 Block Maximum psi: +20.00 Mental crit. chance: +1% Handheld deflection devices. |
Emelutha (8 def, 10 armour, 32.5-39 power, 101 block) Emelutha (8 def, 10 armour, 32.5-39 power, 101 block)Requires: - Strength 24 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 32.5 - 39.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +101 Damage against: +10% Insect When wielded/worn: Physical power: +6 (+2 eff.) Armour: +10 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Talent granted: +3 Block Reduces incoming crit damage: 15.00% Handheld deflection devices. |
38 alchemist agate 38 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. |
2 onyx 2 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. |
3 aquamarine 3 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. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 garnet 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 (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Roguelike)
Completed antimagic training in the Ziguranth camp.By Rothgar the Halfling Bulwark level 13
33rd Haze 122nd year of Ascendancy at 04:22 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Rothgar the Halfling Bulwark level 11
18th Haze 122nd year of Ascendancy at 03:57 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Rothgar the Halfling Bulwark level 7
1st Summertide 122nd year of Ascendancy at 18:39 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Rothgar the Halfling Bulwark level 17
43rd Regrowth 123rd year of Ascendancy at 17:52 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Rothgar the Halfling Bulwark level 24
1st Time of Balance 123rd year of Ascendancy at 16:52 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Rothgar the Halfling Bulwark level 21
64th Regrowth 123rd year of Ascendancy at 17:24 see stats
Level 10 (Roguelike)
Got a character to level 10.By Rothgar the Halfling Bulwark level 10
23rd Dusk 122nd year of Ascendancy at 17:52 see stats
Level 20 (Roguelike)
Got a character to level 20.By Rothgar the Halfling Bulwark level 20
46th Regrowth 123rd year of Ascendancy at 13:51 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Rothgar the Halfling Bulwark level 10
69th Dusk 122nd year of Ascendancy at 21:55 see stats
The Restless Dead (Roguelike)
Disturbed an old battlefield and survived the consequences.By Rothgar the Halfling Bulwark level 19
45th Regrowth 123rd year of Ascendancy at 11:58 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Rothgar the Halfling Bulwark level 13
23rd Haze 122nd year of Ascendancy at 18:18 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By Rothgar the Halfling Bulwark level 11
19th Haze 122nd year of Ascendancy at 19:32 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Rothgar the Halfling Bulwark level 20
48th Regrowth 123rd year of Ascendancy at 05:58 see stats
Log
Elven cultist casts Virulent Disease.
Rothgar shrugs off the effect 'Rotting Disease'!
Elven corruptor casts Drain.
Rothgar is invigorated by the attack!
Rothgar is no longer evading attacks.
Rothgar receives 51 healing.
Burning from Layaldama the ogre pounder hits Rothgar for 39 fire damage.
Elven cultist is stunned with fear!
Elven cultist is dazed!
Elven cultist misses Rothgar.
Rothgar tries to evade attacks.
Rothgar is invigorated by the attack!
Elven cultist casts Drain.
Rothgar is invigorated by the attack!
Elven cultist's Drain hits Rothgar for 75 blight damage.
Rothgar hits Elven cultist for 106 physical, , 11 darkness, , 4 lightning (121 total damage).
Elven corruptor's Drain hits Rothgar for 113 blight damage.
Elven tempest casts Lightning.
Elven tempest's spell attains critical power!
Rothgar is invigorated by the attack!
Elven tempest hits Elven warrior for 300 lightning damage.
Elven tempest hits Layaldama the ogre pounder for 236 lightning damage.
Elven tempest hits Rothgar for 248 lightning damage.
Elven tempest hits Elven corruptor for (300 to bones), 0 lightning (0 total damage).
Elven corruptor casts Soul Rot.
Elven cultist misses Rothgar.
Elven cultist casts Soul Rot.
Elven cultist's spell attains critical power!
Saving game...
