












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official 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:
Items Vault 1.7.0Donators/Buyers bonus! Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.7.4Official 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official 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 | Stone Warden |
| Level / Exp | 21 / 76% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 30 (base 24) |
| Dexterity | 15 (base 10) |
| Constitution | 35 (base 19) |
| Magic | 39 (base 36) |
| Willpower | 36 (base 33) |
| Cunning | 22 (base 10) |
Resources
| Life | 798/798 |
| Mana | 265/305 |
| Equilibrium | 45 |
| Steam | 100/100 |
| Healing Factor | 1.1916660017318 |
| Regeneration | 8.6395785125554 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 22.531537443297 |
| See Invisible | 22.531537443297 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 38 |
| Crit Chance | 8% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 25 |
| Accuracy | 38 |
| Crit Chance | 9% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Light | +11% |
| Darkness | +3% |
| Cold | +17% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Fire | +5% |
| Cold | +5% |
Defense: Base
| Armour (hardiness) | 69.556844912798 (85.897138898113%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 5 |
| Physical Save | 22 |
| Spell Save | 27 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Blight | + 50%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 61%( 70%) |
| All | + 6%( 70%) |
| Darkness | + 29%( 70%) |
| Light | + 12%( 70%) |
| Temporal | + 23%( 70%) |
| Physical | + 7%( 70%) |
| Lightning | + 41%( 70%) |
| Fire | + 47%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Confusion Resistance | 20% |
| Pinning Resistance | 20% |
| Disarm Resistance | 80% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 253 damage for 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 467 damage for 6 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 121 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 295 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Wild-gift / Earthen vines | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Eldritch shield | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen power | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Drem | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Stone Skin |
| talent | Stone Vines |
| talent | Shards |
| talent | Eldritch Infusion |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
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 talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair)As a reward you gained knowledge of tinker technology. | 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 have explored the Maze and vanquished the Minotaur. * 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 |
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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. 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.' * You've found the needed warg claw. * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within20 lumberjacks have died. | done |
Equipment
| On feet | pair of hardened leather boots 'Erelurand' (0 def, 8 armour)2.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +8 Resists +6% lightning +6% temporal +5% arcane +18% blight Max.HP +60.00 ---------- misc Infravis +2 A pair of boots made of leather. |
| Light source | Lightningsnake2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light ----- def ----- Resists +6% lightning +3% fire +3% blight Crit.chn- 10.00% Max.HP +40.00 HP.reg +2.00 Pinning- +20% ---------- misc 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 | Layukira (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Wil +6 Cun +7 Con ----- def ----- Armour +3 Fatigue +5% Resists +7% lightning +12% temporal +5% arcane Mind.save +9 (+5 eff.) ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | hardened leather gloves 'Durymas' (0 def, 2 armour) 1.0 T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+3 eff.) Melee+ 7 light Dmg.mod +5% light ----- def ----- Armour +2 Resists +3% acid +1% physical +7% light Phys.save +3 (+2 eff.) Max.HP +60.00 HP.reg +3.00 Disarm- +80% ---------- misc Stam/turn +0.70 Max.stam +20.00 Talents +3 Iron Grip 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. |
| Tool | ash wand of lightning storm 'Iviriathra' [power 188] (15 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +1 Con dps ---------- Phys.pwr +15 (+5 eff.) ----- def ----- Armour +4 Defense +10 (+5 eff.) Create a radius 3 storm for 5 turns. Each turn, creatures within take 38 lightning damage and will be dazed for 1 turn (193 total damage) Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. 100% to increase the duration of 2 beneficial effects by 2. 100% to heal for 37. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Zanelathasta0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Mag dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Spell.save +9 (+5 eff.) ---------- misc Max.mana +20.00 Infravis +3 Rings make your fingers look great! |
| On fingers | Umbrabearer0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Cun dps ---------- Dmg.mod +3% darkness Acc +10 (+3 eff.) Melee Ret 6 darkness ----- def ----- Fatigue -5% ---------- misc Max.enc +20 Rings make your fingers look great! |
| Around neck | steel amulet 'Blackoozer'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +5 Cun +7 Con dps ---------- Mov.spd +10% Res.pen +10% darkness +5% fire Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Fatigue -5% Resists +16% fire +3% darkness +13% cold HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
| In main hand | Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Around waist | Mighty Girdle 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -22% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +100 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | acidic dwarven-steel shield of fire resistance (+15%) (0 def, 6 armour, 30-37 power, 78.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 30.5 - 36.6 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +78 On Hit: * 11% chance to reduce armor by 30% While equipped: dps ---------- Melee+ 6 acid Melee Ret 1 acid ----- def ----- Armour +6 Fatigue +8% Resists +15% fire ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Bethadheda the Rainreign (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+0 eff.) Dmg.mod +3% lightning +6% cold Melee Ret 2 nature ----- def ----- Defense +1 (+1 eff.) Fatigue -3% Resists +15% nature +18% lightning Stun/Frz- +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Blizzardrigor (3 def, 22 armour) 14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Wil dps ---------- Res.pen +5% cold Melee Ret 2 cold ----- def ----- Armour +22 Hardiness +20% Defense +3 (+2 eff.) Fatigue +15% Resists +26% blight +9% cold +22% darkness ---------- misc Light +4 A suit of armour made of mail. |
Inventory
steam generator implant of the psychic (steam 6)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.2 steam per turn. Can be activated for an instant burst of 31 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the wizard (heal 418; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 418 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
2 schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Xaretta the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil dps ---------- Crit.mult +5.00% ----- def ----- Resists +3% darkness Disease- +10% Amulets make your neck look great! |
steel amulet 'Glidawe'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: ----- def ----- Armour +2 Fatigue -4% Resists +10% temporal +6% physical Crit.chn- 10.00% Die.at -20.00 life HP.reg +2.00 Silence- +20% Pinning- +29% Knockbk- +26% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
wanderer's copper amulet of vision0.1 T1 amulet jewelry [Ego++] Nature/Master While equipped: Stats +3 Dex +4 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 Blind- +16% ---------- misc Stam/turn +0.40 Infravis +3 Sight +2 See.Invis +6 Amulets make your neck look great! |
rogue's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +7 (+4 eff.) ----- def ----- Defense +8 (+4 eff.) Rings make your fingers look great! |
Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 158.56 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Gaba the Sunshine1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +18 (+8 eff.) Res.pen +10% mind ----- def ----- Phys.save +6 (+3 eff.) ---------- misc Light +1 A belt that goes around your waist. |
hardened leather belt 'Bleakbrace'1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +4 Cun +6 Lck dps ---------- Dmg.mod +6% darkness Melee Ret 10 darkness ----- def ----- Resists +8% fire +3% darkness +9% cold Anom.red +11 Stealth +5 Max.HP +50.00 ---------- misc T.Disarm +5 Max.mana +46.00 Max.stam +35.00 Max.hate +16.00 Max.psi +22.00 Max.vim +25.00 Max.P.En +25.00 Max.N.En +23.00 Infravis +4 A belt that goes around your waist. |
rough leather belt 'Obsidianqueller'1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Dex +2 Mag +3 Cun dps ---------- Dmg.mod +12% darkness ----- def ----- Fatigue -5% Resists +6% darkness ---------- misc Max.enc +22 Light +1 A belt that goes around your waist. |
rough leather belt 'Yvurin'1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Cun +2 Con dps ---------- Mind.crit +2% ----- def ----- Resists +5% arcane Max.HP +33.00 ---------- misc Hate/m.crit +1.00 A belt that goes around your waist. |
enveloping linen cloak of Eldoral (6 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +6 (+3 eff.) Phys.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emolrathra the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Spell.crit +5% Spell.pwr +10 (+4 eff.) S.pwr/crit +4 ----- def ----- Armour +4 Fatigue +3% Crit.chn- 15.00% Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
insulating pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Lightningfurnace' (0 def, 11 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Melee Ret 6 lightning ----- def ----- Armour +11 Fatigue +2% Resists +3% darkness Phys.save +11 (+6 eff.) Spell.save +3 (+2 eff.) Mind.save +11 (+6 eff.) Heal.mod +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Voidstinger the rough leather gloves (15 def, 3 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 5 cold Dmg.mod +6% darkness +4% cold ----- def ----- Armour +3 Defense +15 (+8 eff.) Resists +6% cold Phys.save +6 (+3 eff.) Die.at -20.00 life 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. |
sand rough leather gloves of strength (+3) (0 def, 7 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 6 physical Dmg.mod +4% physical ----- def ----- Armour +7 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. |
Earthwarden (10 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +3% nature Melee Ret 8 nature ----- def ----- Armour +3 Defense +10 (+5 eff.) Fatigue +5% Die.at -20.00 life ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing steel mail armour of resilience (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +10% nature +11% blight Max.HP +23.00 A suit of armour made of mail. |
iron mail armour of Eyal (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Max.HP +26.00 HP.reg +2.00 Heal.mod +11% A suit of armour made of mail. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+7 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
enlightening rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Mind.save +10 (+5 eff.) A suit of armour made of leather. |
Ravenwaker (0 def, 2 armour, 8-10 power, 19.5 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Arcane When used to Attack: Power 8.0 - 9.6 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 Melee+ +10 light +11 darkness On Hit.r1 +16 darkness While equipped: Stats +2 Cun +2 Mag dps ---------- Dmg.mod +6% blight +11% light +14% darkness Res.pen +5% temporal On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 20 ----- def ----- Armour +2 Fatigue +8% Resists +11% light +11% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
shocking steel shield of physical resistance (+10%) (0 def, 4 armour, 17-20 power, 44.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 17.0 - 20.4 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +44 While equipped: dps ---------- Melee+ 9 lightning Melee Ret 3 lightning ----- def ----- Armour +4 Fatigue +8% Resists +10% physical ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield 'Porawe' (0 def, 4 armour, 16-20 power, 42.5 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Master When used to Attack: Power 16.5 - 19.8 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +42 On Crit.r2 +4 mind While equipped: Stats +1 Wil dps ---------- Res.pen +20% mind On shield block: * Cause enemies within radius 6 to bleed for 196 physical damage over 5 turns (1/turn) ----- def ----- Armour +4 Fatigue +8% Resists +15% lightning +19% fire +3% mind ---------- misc Talents +1 Block Handheld deflection devices. |
stralite shield of temporal resistance (+12%) (0 def, 8 armour, 46-55 power, 139 block)7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego] Nature When used to Attack: Power 45.5 - 54.6 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +139 While equipped: dps ---------- On Melee Ret: * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +8 Fatigue +8% Resists +12% temporal ---------- misc Talents +1 Block Handheld deflection devices. |
6 agate0.0 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. |
135 alchemist agate0.0 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. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Halolathasin2.0 T1 lite [Rare] Disrupt While equipped: dps ---------- Dmg.mod +6% mind ----- def ----- Resists +3% light +3% blight +6% fire +12% mind +3% all Spell.save +6 (+3 eff.) ---------- misc 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. |
Horegogas the Dazzlebloom2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness +6% mind Melee Ret 2 light On Hit (Melee): * 10% chance to reduce all saves and defense by 22 ----- def ----- Phys.save +5 (+3 eff.) Heal.mod +10% ---------- misc 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(92 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc 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. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- misc 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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 113.65 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)2.0 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 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. |
well-made acid groove0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
elm wand of shielding [power 110] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Beatu the Drem Stone Warden level 20
26th Wealth 122nd year of Ascendancy at 01:10 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Beatu the Drem Stone Warden level 10
6th Profit 122nd year of Ascendancy at 06:03 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Beatu the Drem Stone Warden level 20
6th Wealth 122nd year of Ascendancy at 07:48 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Beatu the Drem Stone Warden level 8
25th Voratun 122nd year of Ascendancy at 13:38 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Beatu the Drem Stone Warden level 11
12nd Profit 122nd year of Ascendancy at 11:07 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Beatu the Drem Stone Warden level 18
43rd Profit 122nd year of Ascendancy at 02:23 see stats
Log
Beatu uses Create Tinker.
Beatu uses Create Tinker.
Created tinker: dwarven steel mental stimulator
You attach dwarven steel mental stimulator to your Layukira (0 def, 3 armour) .
Beatu wears (replacing The Untouchable (14 def, 15 armour) ): Blizzardrigor (3 def, 19 armour).
You detach dwarven steel armour reinforcement from your The Untouchable (14 def, 12 armour).
You attach dwarven steel armour reinforcement to your Blizzardrigor (3 def, 22 armour) .
Beatu wears (replacing rogue's steel ring of power): Zanelathasta.
There is a A gate into the Maze here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Talent Iron Grip is ready to use.
Saving done.
Today is the 16th Dearth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:33.
Today is the 17th Dearth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:06.
Today is the 18th Dearth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:33.
There is a A path into the Old Forest here (press '' or right click to use).
Today is the 19th Dearth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
There is an exit to the worldmap here (press '' or right click to use).




































































































