











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! 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:
Possessor Bonus Class 1.7.3Donators/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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Drem |
| Class | Berserker |
| Level / Exp | 16 / 35% |
| Size | medium |
| Lifes / Deaths | Killed by Lashing Tentacle at level 16 on the 14th Dearth 122nd year of Ascendancy at 13:11 / 1 |
Primary Stats
| Strength | 49 (base 43) |
| Dexterity | 20 (base 11) |
| Constitution | 41 (base 33) |
| Magic | 16 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 18 (base 10) |
Resources
| Life | -62/740 |
| Stamina | 87/190 |
| Healing Factor | 1.3381403954778 |
| Regeneration | 12.936535134414 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +49.2% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 20.155423598945 |
| See Invisible | 27.155423598945 |
Offense: Mainhand
| Damage | 68 |
| Accuracy | 45 |
| Crit Chance | 20% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
| Lightning | +10% |
| Mind | +25% |
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 32.08934837382 (81.151787968034%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 25 |
| Physical Save | 31 |
| Spell Save | 11 |
| Mental Save | 17 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Blight | + 7%( 70%) |
| Physical | + 6%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 10%( 70%) |
| Light | + 7%( 70%) |
| Temporal | + 13%( 70%) |
| Darkness | + 7%( 70%) |
| Fire | + 27%( 70%) |
| Nature | + 7%( 70%) |
Defense: Immunities
| Pinning Resistance | 23% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
| Stun Resistance | 0% |
| Disarm Resistance | 22% |
| Poison Resistance | 10% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 413 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 69 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 579% 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 Strength stat. |
| 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 125 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the worried loremaster from death by war hound. Escort: worried loremaster (level 2 of Norgos Lair) | failed |
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. | 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 precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * '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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed skeleton mage skull. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have failed to destroy the Worm in time, the Sanctuary has been destroyed. | failed |
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 | Adurinn the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +6% temporal +3% light +15% acid Poison Resist +10% other ------- Stamina/turn +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 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. |
| On head | Arorin (10 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ Critical power +5.00% Physical Power +10 (+3 eff.) Ignore resists +5% mind defense ------ Armor +3 Defense +10 (+5 eff.) Fatigue +5% Physical save +6 (+3 eff.) other ------- Stamina/turn +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | ash totem of healing 'Ragyroddandil' [power 182] (9/13 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Critical power +10.00% Ignore resists +20% mind defense ------ Resistance +6% fire +1% physical +3% temporal Life Regen +4.00 other ------- Max psi +10.00 Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 13 cooldown 100% to reduce fatigue by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Polaldann the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Mag offense ------ Mindpower +15 (+8 eff.) defense ------ Resistance +3% nature +3% blight Life +21.00 Disarm Resist +22% Pinning Resist +23% Knockbk Resist +21% Rings make your fingers look great! |
| On fingers | solipsist's copper ring0.1 Encumbrance T1 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +7 (+4 eff.) Rings make your fingers look great! |
| Around waist | Falehir the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+2 eff.) Damage +3% mind defense ------ Resistance +18% fire Physical save +5 (+2 eff.) Unlife -40.00 life Life +40.00 A belt that goes around your waist. |
| In main hand | Beryregolar the steel battleaxe (135% power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Random Unique] Nature/Master Weapon Damage 136% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +4 blight On-crit, radius 2 +21 lightning +13 cold +4 blight On Hit: * 20% chance to reduce all saves and defense by 21 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% Move Speed +39% Ignore resists +10% lightning +10% cold +5% blight When Hit 4 mind Massive two-handed battleaxes. |
| On hands | heroic hardened leather gloves (0 def, 6 armour)1.0 Encumbrance T2 hands armor [Ego+] Master While equipped: defense ------ Armor +6 Mind save +6 (+4 eff.) Life +46.00 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. |
| Main armor | fortifying steel plate armour of Eyal (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Ego++] Nature/Master While equipped: Stats +3 Str +3 Con defense ------ Armor +9 Fatigue +22% Life +51.00 Life Regen +1.00 Healmod +11% A suit of armour made of metal plates. |
| Cloak | Duathelsever the linen cloak (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil offense ------ Physical Crit +4.0% Accuracy +15 (+5 eff.) defense ------ Defense +6 (+3 eff.) Resistance +3% darkness +1% physical other ------- Max stamina +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | wanderer's steel amulet of vision0.1 Encumbrance T2 amulet jewelry [Ego++] Nature/Master While equipped: Stats +5 Dex +3 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -4% Life Regen +1.00 Blind Resist +10% other ------- Stamina/turn +0.30 Infravision +2 Sight +2 See Invis +7 Amulets make your neck look great! |
Inventory
healing infusion of the sneak (heal 104; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 104 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
shielding rune of the sneak (absorb 141; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 141 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
steel ring 'Barydodir'0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Str +4 Wil +3 Cun +6 Con offense ------ Physical Power +7 (+2 eff.) defense ------ Resistance +13% acid +13% fire +13% lightning +18% cold Mind save +8 (+5 eff.) Blind Resist +10% Silence Resist +10% Rings make your fingers look great! |
titan's steel ring of lightning (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Physical save +6 (+3 eff.) Rings make your fingers look great! |
warrior's steel ring of clarity0.1 Encumbrance T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Str defense ------ Armor +8 Mind save +5 (+4 eff.) Confus Resist +23% Rings make your fingers look great! |
cruel ash vilestaff (111% power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon [Ego] Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Critical power +11.00% Spellpower +6 (+5 eff.) Damage +15% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging yew magestaff of fate (120% power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +9 (+6 eff.) Spellpower/crit +5 Damage +20% fire defense ------ Physical save +8 (+4 eff.) Spell save +7 (+7 eff.) Mind save +6 (+4 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing steel battleaxe (118% power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Arcane Weapon Damage 119% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 19 damage Massive two-handed battleaxes. |
arcing steel greatmaul of massacre (143% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Ego] Arcane/Master Weapon Damage 144% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 19 damage Massive two-handed mauls. |
hateful steel longsword (109% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Psionic Weapon Damage 109% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +5 darkness Damage Against +6% Living Sharp, long, and deadly. |
Gunolatharuisin the Fogfury (125% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Rare] Master Weapon Damage 126% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: Stats +4 Cun +4 Dex offense ------ Ignore resists +10% darkness defense ------ Resistance +9% darkness other ------- Light +2 Blunt and deadly. |
steel waraxe (105% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Normal] Weapon Damage 106% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% One-handed war axes. |
acidic steel dagger of daylight (104% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane Weapon Damage 105% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 light Damage Against +6% Undead On Crit: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 Sharp, short and deadly. |
acidic steel dagger of massacre (115% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 115% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Crit: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 Sharp, short and deadly. |
quick dwarven-steel dagger (117% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Weapon Damage 117% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +1 Dex offense ------ Combat Speed +10% Accuracy +5 (+1 eff.) Sharp, short and deadly. |
vined mindstar of balance (85% power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 85% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind 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 ------ Physical save +3 (+1 eff.) Spell save +4 (+4 eff.) Mind save +4 (+3 eff.) other ------- Equi when Hit +0.60 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. |
mindwoven Robe of the Worm of the mountain (+10%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) Damage +10% physical defense ------ Resistance +7% all +10% physical Mind save +15 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy woollen robe of the mountain (+15%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Disrupt While equipped: offense ------ Damage +15% physical When Hit: * 4% chance to slow global speed by 47% * 5 arcane resource burn defense ------ Resistance +9% all +15% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +3 (+3 eff.) defense ------ Resistance +9% all Spell save +15 (+12 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
prismatic cured leather armour of spell shielding (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Arcane While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +6% arcane +11% light +11% darkness Spell save +12 (+10 eff.) A suit of armour made of leather. |
rejuvenating hardened leather armour (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Nature While equipped: defense ------ Armor +6 Defense +9 (+5 eff.) Fatigue +8% Life Regen +2.80 other ------- Stamina/turn +0.50 A suit of armour made of leather. |
Berylelar the steel mail armour (2 def, 9 armour)14.0 Encumbrance T2 heavy armor [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Str +8 Wil +4 Cun defense ------ Armor +9 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% acid +16% fire +6% cold Crit Resistance 15.00% Mind save +10 (+6 eff.) other ------- Breathe water A suit of armour made of mail. |
enlightening steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Mind save +12 (+7 eff.) A suit of armour made of mail. |
impenetrable steel mail armour of spell shielding (2 def, 13 armour)14.0 Encumbrance T2 heavy armor [Ego] Arcane/Master While equipped: defense ------ Armor +13 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% arcane Spell save +14 (+11 eff.) A suit of armour made of mail. |
Darkreek (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Rare] Master While equipped: offense ------ Damage +15% temporal Ignore resists +15% darkness +10% cold defense ------ Armor +9 Fatigue +22% Resistance +9% temporal +6% physical Physical save +12 (+6 eff.) A suit of armour made of metal plates. |
Pyrelord (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Rare] Arcane While equipped: Stats +5 Cun offense ------ When Hit 2 fire defense ------ Armor +9 Fatigue +22% Resistance +17% temporal Mind save +9 (+6 eff.) other ------- Psi when Hit +0.12 Max hate +4.00 A suit of armour made of metal plates. |
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. |
hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +3 Str offense ------ Physical Power +7 (+2 eff.) defense ------ Armor +2 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 (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Nature While equipped: offense ------ On-Hit 8 cold Damage +5% cold 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. |
steady hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +18 (+6 eff.) defense ------ Armor +2 Physical save +6 (+3 eff.) Mind save +5 (+4 eff.) Disarm Resist +22% 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. |
stabilizing 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% Physical save +11 (+5 eff.) A cap made of leather. |
Abyssborn the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +1 Dex +2 Wil +6 Cun offense ------ Mindpower +4 (+2 eff.) Ignore resists +10% fire defense ------ Armor +3 Fatigue +5% Crit Resistance 5.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Boltwar the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +6% lightning +3% physical Ignore resists +15% cold Accuracy +5 (+1 eff.) defense ------ Armor +6 Resistance +1% physical Unlife -60.00 life Life +41.00 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. |
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.(62 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Sunbraze the ash totem of thorny skin [power 29] (9/17 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Damage +3% fire +12% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +3% temporal +3% fire Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40% Puts all charms on 17 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Tykor the ash wand of conjuration [power 170] (9/13 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +9% mind Ignore resists +10% mind defense ------ Resistance +6% mind +5% arcane Fire a magical bolt dealing 170 cold damage Puts all charms on 13 cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. 100% to heal for 40. 100% to increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
It Which Writhes0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 9 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Guts the Drem Berserker level 10
17th Profit 122nd year of Ascendancy at 08:31 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Guts the Drem Berserker level 9
15th Profit 122nd year of Ascendancy at 01:41 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Guts the Drem Berserker level 12
11st Wealth 122nd year of Ascendancy at 04:30 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Guts the Drem Berserker level 15
13rd Dearth 122nd year of Ascendancy at 19:16 see stats
Log
Arolle the ghoul's mind surges with critical power!
Arolle the ghoul receives 57 healing.
Bleeding from Guts hits Arolle the ghoul for 25 physical damage.
Nerebeth the skeleton warrior uses Mind Sear.
Your shield crumbles under the damage!
The shield around Guts crumbles.
Nerebeth the skeleton warrior hits Lashing Tentacle for 80 mind damage.
Nerebeth the skeleton warrior hits Guts for (45 absorbed), 10 mind (10 total damage).
Arolle the ghoul's light area effect hits Guts for 39 light damage.
Lashing Tentacle's morale has been lowered.
Guts performs a melee critical strike against Arolle the ghoul!
You collect a new ingredient: chunk of ghoul flesh (1).
Guts hits Lashing Tentacle for 15 lightning, 8 cold, 3 blight (25 total damage).
Guts hits Arolle the ghoul for 116 physical damage.
Guts killed Arolle the ghoul!
Lashing Tentacle starts to bleed black blood.
Guts is pinned to the ground.
Lashing Tentacle hits Guts for 69 physical damage.
Melee retaliation hits Lashing Tentacle for 3 mind damage.
Arolle the ghoul's light area effect hits Guts for 45 light damage.
Talent Infusion: Regeneration is ready to use.
Guts uses Infusion: Regeneration.
Guts starts regenerating health quickly.
Lashing Tentacle hits Guts for 69 physical damage.
Black Blood Bleeding from Guts hits Lashing Tentacle for 7 darkness damage.
Melee retaliation hits Lashing Tentacle for 3 mind damage.
Guts the level 16 drem berserker was crushed to death by a Lashing Tentacle on level 3 of Ruined halfling complex.
Guts's rage subsides!












































































