








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
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! 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Female |
| Race | Skeleton |
| Class | Brawler |
| Level / Exp | 15 / 36% |
| Size | medium |
| Lifes / Deaths | Killed by Silutta the elven guard at level 15 on the 37th Dusk 122nd year of Ascendancy at 07:09 / 1 |
Primary Stats
| Strength | 38 (base 13) |
| Dexterity | 50 (base 31) |
| Constitution | 19 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 45 (base 40) |
Resources
| Life | -3/573 |
| Stamina | 94/185 |
| Healing Factor | 1.0791723257555 |
| Regeneration | 1.3489654071944 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 6 |
| See Invisible | 5 |
Offense: Barehand
| Damage | 80 |
| Accuracy | 42 |
| Crit Chance | 18% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
| Blight | +3% |
| Physical | +11% |
| Cold | +6% |
| Nature | +9% |
Offense: Damage Penetration
| Light | +5% |
Defense: Base
| Armour (hardiness) | 12 (35.65183292883%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 7 |
| Physical Save | 25 |
| Spell Save | 9 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Physical | + 17%( 70%) |
| Nature | + 6%( 70%) |
| Lightning | + 24%( 70%) |
| Arcane | + 5%( 70%) |
| Mind | + 3%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Silence Resistance | 10% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (3/3)
| 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 390 damage for 6 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 112 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 Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Technique / Pugilism | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Unarmed discipline | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 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 |
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 |
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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Bokareblek (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Wil offense ------ Damage +3% blight defense ------ Armor +3 Fatigue +2% Resistance +3% acid Life +40.00 Silence Resist +10% other ------- Stamina/turn +0.40 Max stamina +13.00 Max vim +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | restful dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str offense ------ Physical Power +7 (+2 eff.) defense ------ Armor +2 Fatigue +3% Life Regen +1.00 other ------- Stamina/turn +0.50 Max stamina +10.00 Unarmed combat: Weapon Damage 24.0 - 33.6 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: 10% Nightmare 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | iron helm 'Poriralaith' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +5% arcane +3% mind Life +40.00 Knockbk Resist +10% other ------- Stamina when Hit +0.90 EQ when Hit +0.80 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | steel torque of gale force 'Chalimas' [power 150] (13/15 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: Stats +1 Cun offense ------ Mind Crit +1% Mindpower +10 (+5 eff.) other ------- Psi when Hit +0.04 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 166 physical damage Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Isulevea the Shinesear0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Dex offense ------ Damage +11% physical Ignore resists +5% light defense ------ Resistance +11% physical Physical save +12 (+6 eff.) Mind save +9 (+4 eff.) Rings make your fingers look great! |
| On fingers | copper ring of pilfering0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +7 (+2 eff.) Ignore Armor +8 defense ------ Defense +7 (+2 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.6 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 140% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | copper amulet 'Gorestake'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +9% nature +6% cold When Hit 4 fire defense ------ Resistance +6% nature +6% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
| Main armor | cured leather armour of lightning resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Master While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +15% lightning A suit of armour made of leather. |
| Light source | brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Psionic While equipped: defense ------ Mind save +5 (+2 eff.) other ------- Light +3 See Stealth +6 See Invis +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. |
| Cloak | Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+5 eff.) Mindpower +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around waist | Barimarim1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Str +4 Wil +4 Cun offense ------ Against +17% Summoned defense ------ Resistance +3% lightning Crit Resistance 5.00% Resist Against +17% Summoned Life +80.00 other ------- Max psi +30.00 A belt that goes around your waist. |
Inventory
regeneration infusion of the warrior (heal 189; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 189 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 23%; mental; dur 3; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune of the warrior (absorb 246; dur 4; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 246 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the titan (range 45; cd 19)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 19 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 45 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet 'Healrot'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex offense ------ Damage +3% darkness +3% fire When Hit 10 nature Amulets make your neck look great! |
restful copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: defense ------ Fatigue -4% Life Regen +1.00 Amulets make your neck look great! |
wizard's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag defense ------ Spell save +4 (+4 eff.) Rings make your fingers look great! |
balanced steel dagger (11-14 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Master Weapon Damage 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +5 (+2 eff.) Disarm Resist +23% Sharp, short and deadly. |
warbringer's iron dagger (10-12 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego+] Master Weapon Damage 9.5 - 12.3 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: Stats +1 Con offense ------ Physical Power +6 (+2 eff.) Ignore resists +6% physical defense ------ Disarm Resist +12% Sharp, short and deadly. |
warbringer's iron greatsword (14-22 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego+] Master Weapon Damage 14.0 - 22.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Con offense ------ Physical Power +7 (+2 eff.) Ignore resists +9% physical defense ------ Disarm Resist +18% Massive two-handed swords. |
Sewerbore the cured leather sling4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Random Unique] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +7 lightning +5 fire While equipped: offense ------ Damage +9% lightning +10% fire +6% nature Ignore resists +6% all Accuracy +9 (+3 eff.) Ignore Armor +7 defense ------ Resistance +9% nature Slings are used to hurl stones or metal shots at your foes. |
cruel ash starstaff of greater warding (15-18 power, 3 apr, light element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag 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 +9% Critical power +11.00% Spellpower +6 (+5 eff.) Damage +15% light defense ------ Armor +7 Defense +6 (+2 eff.) other ------- Wards +3 light Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff of might (10-12 power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Ego] Arcane 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 +7% Spellpower +3 (+3 eff.) Damage +10% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Cystbreaker1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +2 Dex +1 Mag offense ------ Physical Power +3 (+1 eff.) On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Resistance +9% cold Spell save +6 (+6 eff.) other ------- Infravision +2 See Invis +3 Size +1 A belt that goes around your waist. |
Harulen1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +3 Dex defense ------ Defense +10 (+3 eff.) Resistance +6% light +6% darkness Crit Resistance 15.00% other ------- Stamina/turn +2.00 Infravision +1 A belt that goes around your waist. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 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. |
Quenchborn1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Damage +3% acid +6% cold Ignore resists +15% acid defense ------ Resistance +9% acid +9% cold +6% light +6% darkness A belt that goes around your waist. |
Vorira the Flashpride1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Damage +3% lightning +15% light When Hit 4 lightning defense ------ Fatigue -6% Resistance +9% lightning +3% light other ------- Encumbrance +24 A belt that goes around your waist. |
Arodana (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Mag +3 Wil +4 Cun offense ------ Physical Crit +2.0% Physical Power +2 (+0 eff.) defense ------ Defense +1 (+0 eff.) Fatigue -3% Crit Resistance 15.00% other ------- Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Brenabers' (1 def, 0 armour) =5con=2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +5 Con defense ------ Defense +1 (+0 eff.) Resistance +5% arcane +3% fire Physical save +3 (+2 eff.) Spell save +7 (+7 eff.) Mind save +6 (+3 eff.) Disease Resist +10% Knockbk Resist +10% 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 Iron Throne (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +1 Con defense ------ Defense +1 (+0 eff.) Life +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+10 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
mindwoven linen robe of protection (2 def, 3 armour)2.0 Encumbrance T1 cloth armor [Ego] Master/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +3 (+2 eff.) defense ------ Armor +3 Defense +2 (+1 eff.) Resistance +7% all Physical save +16 (+8 eff.) Mind save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's pair of rough leather boots of speed (0 def, 3 armour) =ms=2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +3 other ------- Infravision +2 A pair of boots made of leather. |
pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +3 Fatigue +2% 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 'Deepswarden' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Physical Power +3 (+1 eff.) Ignore resists +10% acid +15% darkness +15% light Ignore Armor +4 defense ------ Armor +3 Fatigue +2% Resistance +3% darkness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Aeradradil the iron helm (15 def, 5 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Cun +3 Dex offense ------ Ignore Armor +5 defense ------ Armor +5 Defense +15 (+5 eff.) Fatigue +5% Resistance +3% cold Spell save +3 (+3 eff.) Disarm Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Bokistir (1 def, 0 armour) =15pwr-stam/t=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Wil offense ------ Physical Crit +1.0% Physical Power +15 (+5 eff.) defense ------ Defense +1 (+0 eff.) Resistance +3% temporal Physical save +6 (+3 eff.) Mind save +3 (+1 eff.) other ------- Stamina/turn +3.00 A pointy cloth hat, very wizardly... |
Manuldil the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Wil +3 Cun +1 Con offense ------ Physical Power +5 (+1 eff.) Mindpower +4 (+2 eff.) defense ------ Armor +1 Fatigue +1% Resistance +6% blight +3% mind Unlife -20.00 life Blind Resist +20% A cap made of leather. |
Ravenworth the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +10% physical On-Hit (Melee): * 20% chance to reduce damage dealt by 18% defense ------ Defense +1 (+0 eff.) Resistance +10% physical other ------- Max mana +20.00 A pointy cloth hat, very wizardly... |
grounding iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +3 Fatigue +5% Resistance +5% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding iron helm of dexterity (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +3 Dex defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Defense +1 (+0 eff.) Resistance +6% lightning +5% temporal A pointy cloth hat, very wizardly... |
leafwalker's iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego+] Nature While equipped: defense ------ Armor +3 Fatigue +5% Resistance +6% nature Spell save +4 (+4 eff.) Life +42.00 Healmod +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
mindcaging iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego+] Psionic While equipped: defense ------ Armor +3 Fatigue +5% Resistance +11% mind Mind save +13 (+6 eff.) Confus Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of might (0 def, 1 armour) =3xon=2.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +3 Str +3 Con offense ------ Physical Power +3 (+1 eff.) defense ------ Armor +1 Fatigue +1% A cap made of leather. |
starseer's linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego+] Arcane While equipped: offense ------ Damage +4% darkness +3% temporal +4% light +4% physical defense ------ Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
prismatic cured leather armour of cold resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +15% cold +11% light +11% darkness A suit of armour made of leather. |
Coral Spray (8 def, 8 armour, 48 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+3 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- 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. |
6 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. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 39 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Arcwolf the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Damage +6% lightning +12% fire Ignore resists +5% lightning When Hit 8 light defense ------ Resistance +12% lightning Mind save +5 (+2 eff.) other ------- Light +3 See Stealth +6 See Invis +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. |
nightwalker's brass lantern2.0 Encumbrance T1 lite [Ego+] Nature While equipped: Stats +4 Wil offense ------ Physical Crit +4.0% Critical power +11.00% Physical Power +5 (+1 eff.) 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. |
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. |
Eilinymira the iron torque of gale force [power 105] (13/15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: defense ------ Defense +5 (+2 eff.) Spell save +9 (+9 eff.) Cut Resist +10% Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 117 physical damage Puts all charms on 15 turn cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
cleansing iron torque of mindblast [power 100] (13/15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Jetoblivion the elm totem of healing [power 116] (13/15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +4 Dex offense ------ Physical Crit +1.0% Damage +6% darkness Accuracy +15 (+5 eff.) defense ------ Resistance +1% physical Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
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. |
Yvusema the elm wand of shielding [power 110] (13/20 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +2 Str +2 Mag +2 Cun +2 Con offense ------ On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 9 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 turn cooldown 100% to heal for 36. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing elm wand of conjuration [power 105] (13/15 cooldown)2.0 Encumbrance T1 wand charm [Ego+] Arcane Fire a magical bolt dealing 111 cold damage Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
5 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. |
2 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By EgoBrwlr the Skeleton Brawler level 10
8th Flare 122nd year of Ascendancy at 12:36 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By EgoBrwlr the Skeleton Brawler level 10
8th Flare 122nd year of Ascendancy at 12:35 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By EgoBrwlr the Skeleton Brawler level 9
2nd Flare 122nd year of Ascendancy at 18:13 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By EgoBrwlr the Skeleton Brawler level 12
23rd Dusk 122nd year of Ascendancy at 08:59 see stats
Log
EgoBrwlr hits Silutta the elven guard for 134 physical damage.
Silutta the elven guard casts Pacification Hex.
EgoBrwlr is hexed!
EgoBrwlr is dazed!
EgoBrwlr is not dazed anymore.
EgoBrwlr is free from the epidemic.
Decrepitude Disease from Silutta the elven guard hits EgoBrwlr for (12 flat reduction), (21 absorbed), 0 blight (0 total damage).
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EgoBrwlr unleashes a flurry of disrupting kicks.
Silutta the elven guard deactivates Apply Poison.
EgoBrwlr hits Silutta the elven guard for 50 physical damage.
Silutta the elven guard casts Soul Rot.
Silutta the elven guard's spell attains critical power!
Decrepitude Disease from Silutta the elven guard hits EgoBrwlr for (12 flat reduction), (19 absorbed), 0 blight (0 total damage).
Your shield crumbles under the damage!
The shield around EgoBrwlr crumbles.
Silutta the elven guard's spell attains critical power!
EgoBrwlr is afflicted by a weakness disease!
Silutta the elven guard's Soul Rot hits EgoBrwlr for (12 flat reduction), (111 absorbed), 242 blight (242 total damage).
LIFE LOST WARNING!
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EgoBrwlr lashes out with a flurry of fists.
EgoBrwlr performs a melee critical strike against Silutta the elven guard!
EgoBrwlr hits Silutta the elven guard for 91 physical, 91 physical, 144 physical (326 total damage).
Silutta the elven guard casts Drain.
Silutta the elven guard's spell attains critical power!
Silutta the elven guard hits EgoBrwlr for (12 flat reduction), 326 blight (326 total damage).
EgoBrwlr the level 15 skeleton brawler was tainted to death by Silutta the elven guard on level 2 of Rhaloren Camp.






























































































