











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
| Addons | Ashes of Urh'Rok 1.7.3Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.3Donators/Buyers bonus! Embers of Rage 1.7.3Official 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:
Forbidden Cults 1.7.3Official 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 | Anorithil |
| Level / Exp | 15 / 51% |
| Size | medium |
| Lifes / Deaths | Killed by Arywe the war bear at level 15 on the 20th Profit 122nd year of Ascendancy at 07:07 / 1 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 8 (base 10) |
| Constitution | 31 (base 28) |
| Magic | 50 (base 40) |
| Willpower | 24 (base 10) |
| Cunning | 19 (base 13) |
Resources
| Life | -3/594 |
| Positive | 62/92 |
| Negative | 4/92 |
| Healing Factor | 1.1658714593978 |
| Regeneration | 0.29146786484946 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | -3.3306690738755E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 21 |
| Accuracy | 2 |
| Crit Chance | 4% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +12% |
| Lightning | +6% |
| Light | 0% |
| Nature | +5% |
| Darkness | +11% |
| Physical | +10% |
| Mind | +9% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 7 (30%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 0 |
| Physical Save | 19 |
| Spell Save | 34 |
| Mental Save | 18 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 36%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 25%( 70%) |
| All | + 9%( 70%) |
| Darkness | + 59%( 70%) |
| Physical | + 18%( 70%) |
| Mind | + 12%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 0% |
| Poison Resistance | 40% |
| Bleed Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 285 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 256 damage for 4 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 552% 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 Magic stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Celestial / Star fury | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Hymns | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
Quests
You failed to protect the lost sun paladin from death by Urho. Escort: lost sun paladin (level 2 of Trollmire) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Magic by +5. | 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. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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 | Uluziladil (0 def, 7 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +7 Resistance +3% mind Physical save +3 (+2 eff.) Spell save +9 (+5 eff.) Mind save +3 (+2 eff.) A pair of boots made of leather. |
| Light source | Betamina the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +2 Cun +2 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Resistance +6% acid Life +41.00 other ------- Hate-on-crit +3.00 Max hate +2.00 Light +3 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 | spellwoven linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: offense ------ Spell Crit +2% Spellpower +2 (+1 eff.) defense ------ Defense +1 (+1 eff.) other ------- Mana/turn +0.11 A pointy cloth hat, very wizardly... |
| Tool | Khelindil the elm totem of stinging [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: defense ------ Resistance +6% acid Life +60.00 Poison Resist +20% Cut Resist +10% Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of darkness (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +11% darkness defense ------ Resistance +22% darkness Rings make your fingers look great! |
| Around waist | rough leather belt of resilience1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Life +30.00 A belt that goes around your waist. |
| In main hand | Penitence (15-18 power, 4 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane/Nature Weapon Damage 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +15 (+5 eff.) defense ------ Resistance +30% blight +30% darkness Affinity +20% darkness Spell save +15 (+7 eff.) other ------- Talents +1 Command Staff Cure up to 4 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Main armor | Balygar the Blazespar (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +6 Mag +5 Wil offense ------ Damage +6% lightning +10% physical +12% cold When Hit 2 lightning defense ------ Resistance +18% cold +10% physical +9% all other ------- Mana/turn +0.12 Psi/turn +0.12 Light +1 Infravision +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Ulfothad the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: defense ------ Defense +1 (+1 eff.) Resistance +3% acid +5% arcane +3% darkness Life +32.00 other ------- Hate-on-crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet 'Salybeth'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +1 Mag offense ------ Mindpower +15 (+7 eff.) Damage +9% mind other ------- Hate-on-crit +3.00 Amulets make your neck look great! |
Inventory
heroism infusion of the psychic (die at -201; dur 5; cd 29)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 29 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -201 life. The duration and life will increase by 1% for every 1% life you have lost (currently 402 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 408%; cd 16)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 408% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the duelist (damage 65; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 64.60 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper ring 'Erelygarand'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% fire On-Hit (Melee): * 20% chance to reduce armor by 32% defense ------ Defense +25 (+22 eff.) Resistance +22% fire +6% mind +3% nature Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Rings make your fingers look great! |
balanced iron dagger of massacre (16-21 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon Reqs Dex 11 [Ego] Master Weapon Damage 16.0 - 20.8 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: offense ------ Accuracy +6 (+6 eff.) defense ------ Defense +5 (+5 eff.) Disarm Resist +20% Sharp, short and deadly. |
truestriking iron dagger (10-14 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon Reqs Dex 11 [Ego+] Master Weapon Damage 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: offense ------ Ignore resists +6% physical Accuracy +5 (+5 eff.) Ignore Armor +6 Sharp, short and deadly. |
Eilinesevea the Quenchjustice4.0 Encumbrance T1 longbow 2H weapon Reqs Dex 11 Shoot [Rare] Disrupt Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-crit, radius 2 +16 acid While equipped: offense ------ Damage +3% cold Ignore resists +10% acid When Hit 6 acid defense ------ Resistance +12% acid +21% lightning +12% cold +12% fire +5% all Spell save +14 (+7 eff.) Longbows are used to shoot arrows at your foes. |
elm longbow of lightning4.0 Encumbrance T1 longbow 2H weapon Reqs Dex 11 Shoot [Ego] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-ranged-hit +9 lightning While equipped: offense ------ Damage +14% lightning Longbows are used to shoot arrows at your foes. |
Morrigor (50-70 power, 12 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane/Unknown Weapon Damage 50.0 - 70.0 Physical Uses 60% Mag, 60% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +7.0% Attack Speed 100% On Hit: * deal 25.00 arcane and 27.75 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: offense ------ Spell Crit +12% Spellpower +24 (+8 eff.) other ------- Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Perseverance (31-43 power, 9 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Weapon Damage 31.0 - 43.4 Physical Uses 20% Wil, 90% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +9 Critical Rate +12.0% Attack Speed 100% On-hit +15 manaburn arcane On Crit: * restore 7 stamina and equilibrium While equipped: defense ------ Spell save +18 (+8 eff.) Confus Resist +30% Stun Resist +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
iron mace 'Flamesting' (18-25 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Rare] Master Weapon Damage 18.0 - 25.2 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: Stats +1 Wil +5 Con offense ------ Mind Crit +3% Damage +6% mind +3% fire Blunt and deadly. |
iron mace 'Windwrecker' (14-19 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Rare] Master Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: offense ------ Damage +9% nature Accuracy +6 (+6 eff.) When Hit 4 nature defense ------ Defense +6 (+6 eff.) Resistance +9% nature Disarm Resist +24% Blunt and deadly. |
blooming vined mindstar (4-5 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Healmod +11% Heal-on-summon +14 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative mossy mindstar (3-3 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +1% Critical power +6.00% Mindpower +2 (+1 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar of balance (2-3 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature Weapon Damage 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) defense ------ Physical save +3 (+2 eff.) Spell save +4 (+2 eff.) Mind save +3 (+2 eff.) other ------- Equi when Hit +0.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Obsidiantaint4.0 Encumbrance T2 sling 1H weapon Reqs Dex 16 Shoot [Random Unique] Nature/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +8 darkness On-Hit, radius 1 +4 light +12 darkness While equipped: Stats +2 Str +6 Wil +7 Con offense ------ Physical Crit +1.0% Physical Power +7 (+5 eff.) Damage +3% darkness Accuracy +6 (+6 eff.) defense ------ Life +25.00 Slings are used to hurl stones or metal shots at your foes. |
Ashvile the elm magestaff (10-12 power, 2 apr, cold element)5.0 Encumbrance T1 staff 2H weapon [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Con offense ------ Spell Crit +7% Critical power +12.00% Spellpower +3 (+1 eff.) Damage +9% lightning +10% cold +3% physical +12% fire Accuracy +5 (+5 eff.) defense ------ Resistance +9% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff 'Brightquench' (10-12 power, 2 apr, cold element)5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% cold +6% physical +9% fire Ignore resists +5% physical When Hit 10 physical defense ------ Defense +7 (+7 eff.) Resistance +3% cold other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 91.46 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff (10-12 power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elm starstaff of fate (13-16 power, 2 apr, light element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 13.0 - 15.6 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +5 (+2 eff.) Damage +13% light defense ------ Physical save +5 (+3 eff.) Spell save +5 (+3 eff.) Mind save +6 (+4 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron waraxe of erosion (12-17 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego] Nature Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +7 nature One-handed war axes. |
thought-forged iron waraxe of dampening (12-16 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego] Disrupt/Psionic Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +5 mind On Hit: * 11% chance to reduce all saves and defense by 22 While equipped: Stats +2 Cun +1 Wil defense ------ Resistance +8% acid +7% lightning +8% cold +7% fire +3% all Spell save +6 (+3 eff.) One-handed war axes. |
linen cloak 'Unrorak' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con defense ------ Defense +1 (+1 eff.) Resistance +6% darkness +9% cold Spell save +9 (+5 eff.) Knockbk Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature While equipped: defense ------ Defense +1 (+1 eff.) Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Eldoral (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Cun +2 Dex defense ------ Defense +1 (+1 eff.) Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Kindlewarden (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Mindpower +5 (+2 eff.) Damage +3% light When Hit 6 mind defense ------ Resistance +6% blight +7% all Mind save +9 (+5 eff.) Life +42.00 Life Regen +1.50 Healmod +11% other ------- Max hate +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +2% Spellpower +2 (+1 eff.) defense ------ Resistance +7% all Spell save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Armugodir (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil offense ------ Spellpower +4 (+1 eff.) Spellpower/crit +6 Ignore resists +10% acid defense ------ Armor +1 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A pair of boots made of leather. |
Torotir the Blazewrither (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Wil offense ------ Ignore resists +5% light defense ------ Armor +3 Life +60.00 Disease Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Infravision +2 A pair of boots made of leather. |
insulating pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Resistance +6% fire +6% cold other ------- Stamina/turn +0.30 Max stamina +10.00 A pair of boots made of leather. |
blighted rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ On-Hit 6 blight Damage +4% blight Accuracy +10 (+10 eff.) defense ------ Armor +1 Resistance +6% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
polar hardened leather gloves of dexterity (+4) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Dex offense ------ On-Hit 7 cold Damage +4% cold Accuracy +10 (+10 eff.) defense ------ Armor +2 Resistance +6% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
aegis linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego+] Arcane While equipped: defense ------ Defense +1 (+1 eff.) Shield Power +6% Life Regen +1.60 A pointy cloth hat, very wizardly... |
grounding linen wizard hat of corrosion (+16%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +11% acid defense ------ Defense +1 (+1 eff.) Resistance +16% acid +6% temporal +6% lightning A pointy cloth hat, very wizardly... |
rough leather cap of constitution (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +1 Fatigue +1% A cap made of leather. |
steel mail armour of acid resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego] Master While equipped: defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Resistance +17% acid A suit of armour made of mail. |
Gorudil the cured leather armour (16 def, 4 armour)9.0 Encumbrance T2 light armor [Random Unique] Nature/Psionic While equipped: Stats +2 Str +3 Wil +4 Cun +2 Con offense ------ Accuracy +5 (+5 eff.) defense ------ Armor +4 Defense +16 (+16 eff.) Fatigue +7% Mind save +12 (+7 eff.) Life +34.00 Life Regen +5.80 Healmod +12% other ------- Stamina/turn +0.80 A suit of armour made of leather. |
cleansing cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Disrupt While equipped: defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +7% Resistance +13% nature +10% blight A suit of armour made of leather. |
cleansing cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Disrupt While equipped: defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +7% Resistance +11% nature +12% blight A suit of armour made of leather. |
cleansing hardened leather armour (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Disrupt While equipped: defense ------ Armor +6 Defense +9 (+9 eff.) Fatigue +8% Resistance +13% nature +10% blight A suit of armour made of leather. |
rough leather armour 'Porathra' (3 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Disrupt While equipped: defense ------ Armor +2 Defense +3 (+3 eff.) Fatigue +6% Resistance +1% physical +11% blight +3% cold +10% nature +6% mind Healmod +10% Stun Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A suit of armour made of leather. |
impenetrable iron plate armour of resilience (0 def, 13 armour)17.0 Encumbrance T1 massive armor Reqs - Massive armour training ,Str 22 [Ego] Nature/Master While equipped: defense ------ Armor +13 Fatigue +22% Life +20.00 A suit of armour made of metal plates. |
shocking steel shield of shrapnel (0 def, 4 armour, 43 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego+] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 11 lightning On shield block: * Cause enemies within radius 6 to bleed for 43 physical damage over 5 turns (1/turn) When Hit 1 lightning defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
3 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
316 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 Encumbrance lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(75 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Tedekor the Gleamrune2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Damage +9% light When Hit 4 light defense ------ Resistance +5% arcane other ------- Light +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. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 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. |
ethereal brass lantern1.0 Encumbrance T1 lite [Ego+] Arcane While equipped: Stats +4 Mag offense ------ Spellpower +7 (+2 eff.) other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +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 Urho the Dwarf Anorithil level 10
1st Acquisition 122nd year of Ascendancy at 00:00 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Urho the Dwarf Anorithil level 6
19th Voratun 122nd year of Ascendancy at 05:00 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Urho the Dwarf Anorithil level 8
28th Voratun 122nd year of Ascendancy at 21:08 see stats
Log
Urho casts Healing Light.
Urho receives 89 healing.
Urho feels pain again.
Urho stops regenerating health quickly.
Urho is no longer invisible.
Urho is no longer weakened.
Urho overcomes the gloom
Talent Infusion: Movement is ready to use.
Urho rearms.
Talent Moonlight Ray is ready to use.
Urho is stunned with fear!
Urho is weakened by the gloom.
Urho casts Moonlight Ray.
Urho hits Arywe the war bear for 58 darkness damage.
Arywe the war bear uses Slash.
Urho has re-opened a cursed wound!
Melee retaliation hits Arywe the war bear for 0 lightning, 4 light, 0 darkness (4 total damage).
Arywe the war bear hits Urho for 132 physical damage.
Talent Searing Light is ready to use.
Talent Twilight is ready to use.
Urho casts Searing Light.
Urho hits Arywe the war bear for 41 light damage.
Arywe the war bear uses Knockback.
Melee retaliation hits Arywe the war bear for 0 lightning, 4 light, 0 darkness (4 total damage).
Arywe the war bear hits Urho for 111 physical damage.
Urho the level 15 dwarf anorithil was torn limb from limb to death by Arywe the war bear on level 2 of Norgos Lair.
















































































