









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Nekarcos's Quality of Life 08: Life Displays (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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 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:
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 | Cornac |
| Class | Brawler |
| Level / Exp | 21 / 98% |
| Size | medium |
| Lifes / Deaths | Killed by Bethakira the sand-drake at level 21 on the 39th Haze 122nd year of Ascendancy at 01:35 / 1 |
Primary Stats
| Strength | 46 (base 17) |
| Dexterity | 45 (base 38) |
| Constitution | 34 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 12 (base 10) |
| Cunning | 50 (base 47) |
Resources
| Life | -145/938 |
| Stamina | 110/205 |
| Healing Factor | 1.315336564623 |
| Regeneration | 15.192137321396 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 4 |
Offense: Barehand
| Damage | 94 |
| Accuracy | 43 |
| Crit Chance | 19% |
| APR | 13 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 6 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Mind | +29% |
| Arcane | +3% |
| Cold | +11% |
| All | 0% |
Offense: Damage Penetration
| Physical | +15% |
| Darkness | +10% |
| Lightning | +10% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 19 (35.65183292883%) |
| Defense | 52 |
| Ranged Defense | 52 |
| Fatigue | 0 |
| Physical Save | 36 |
| Spell Save | 27 |
| Mental Save | 30 |
Defense: Resistances
| Blight | + 17%( 70%) |
| Arcane | + 13%( 70%) |
| Cold | + 32%( 70%) |
| All | + 6%( 70%) |
| Physical | + 13%( 70%) |
| Darkness | + 27%( 70%) |
| Light | + 15%( 70%) |
| Temporal | + 11%( 70%) |
| Lightning | + 11%( 70%) |
| Mind | + 16%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 11%( 70%) |
Defense: Immunities
| Disarm Resistance | 23% |
| Pinning Resistance | 23% |
| Blind Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 42% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 70 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 Cunning 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 152 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 509% 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 Constitution stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Unarmed discipline | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Grappling | 1.30 |
| 1/5 |
| 1/5 |
| 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 |
| 4/5 |
| 1/5 |
| 4/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | 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 have explored the Sandworm Lair and vanquished their Queen. * 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 Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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: * You've found the needed warg claw. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' 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 green worm. * You've found the needed bloated horror heart. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | 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 within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Bloomstreak (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +5% nature Melee Ret 4 acid On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Armour +1 Resists +6% fire +6% nature +6% cold A pair of boots made of leather. |
| On hands | heroic drakeskin leather gloves of the verdant (0 def, 8 armour)1.0 T4 hands armor [Ego++] Disrupt/Master While equipped: ----- def ----- Armour +8 Resists +12% blight +10% darkness +8% arcane Affinity +12% nature Spell.save +15 (+7 eff.) Mind.save +10 (+5 eff.) Max.HP +64.00 ---------- misc Masteries +0.20 Wild-gift/Antimagic Unarmed combat: Power 144% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +5 Crit +5.0% Atk.spd 125% On Hit: 10% Battle Shout 5 On Crit: 20% Call of the Ooze 2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Tarrysta (11 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +11% mind ----- def ----- Defense +11 (+4 eff.) Resists +11% mind +9% fire Max.HP +100.00 ---------- misc Infravis +1 A pointy cloth hat, very wizardly... |
| Tool | iron pickaxe 'Shimmermaim' (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +10% lightning +15% physical Acc +5 (+1 eff.) Apr +7 Melee Ret 2 physical ----- def ----- Armour +2 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 2.6 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Layovea the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun +1 Con dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +18% mind ----- def ----- Max.HP +24.00 Disarm- +23% Pinning- +23% Knockbk- +22% ---------- misc Stam/turn +2.00 Max.stam +30.00 Rings make your fingers look great! |
| On fingers | savage's copper ring of frost (+22%)0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: Stats +1 Con dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Spell.save +11 (+5 eff.) ---------- misc Max.stam +10.00 Rings make your fingers look great! |
| Around neck | steel amulet 'Betedhemina'0.1 T2 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +2 Str +2 Dex +2 Mag +1 Wil +2 Con dps ---------- S.pwr/crit +2 Dmg.mod +3% arcane ----- def ----- Resists +10% light +12% darkness Blind- +22% ---------- misc Mana/turn +0.14 Max.mana +20.00 Light +1 Amulets make your neck look great! |
| Main armor | troll-hide drakeskin leather armour of stability (20 def, 8 armour)9.0 T5 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Resists +8% physical Phys.save +24 (+9 eff.) Max.HP +57.00 HP.reg +11.30 Heal.mod +13% A suit of armour made of leather. |
| Light source | Murkbearer2.0 T1 lite [Rare] Nature While equipped: Stats +7 Str dps ---------- Res.pen +10% darkness ----- def ----- Max.HP +44.00 ---------- misc Light +3 Infravis +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. |
| Cloak | Xewyn the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Str +1 Wil +1 Cun dps ---------- Phys.crit +2.0% Phys.pwr +2 (+0 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -3% Mind.save +9 (+4 eff.) Die.at -40.00 life ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Brodykalthoharagas1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Apr +1 ----- def ----- Resists +6% lightning +6% temporal Max.HP +100.00 Knockbk- +20% Def/telep +5 Res/telep +5% Dur/telep +5% A belt that goes around your waist. |
Inventory
healing infusion of the sneak (heal 140; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 140 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. |
blink rune (range 4; phase 18; cd 15)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
gold amulet of manastreaming0.1 T3 amulet jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.10 Max.mana +20.00 Amulets make your neck look great! |
dwarven-steel battleaxe of erosion (137% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Nature Power 137% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 nature Massive two-handed battleaxes. |
flaming dwarven-steel battleaxe of massacre (154% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane/Master Power 154% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit.r1 +10 fire Massive two-handed battleaxes. |
acidic dwarven-steel dagger of massacre (131% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane/Master Power 131% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, short and deadly. |
balanced dwarven-steel dagger of crippling (116% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 116% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Acc +5 (+1 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +29% Sharp, short and deadly. |
dwarven-steel dagger of corruption (124% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Arcane Power 124% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: 20% Curse of Vulnerability 3 Sharp, short and deadly. |
warbringer's steel dagger of massacre (114% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 114% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +6% physical ----- def ----- Disarm- +13% Sharp, short and deadly. |
slime-covered steel greatsword of massacre (142% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Disrupt/Master Power 142% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 10% chance to slow global speed by 44% Massive two-handed swords. |
throat-seeking yew longbow of dexterity (+5)4.0 T3 longbow 2H weapon Reqs Shoot [Ego+] Disrupt/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +11 nature On Crit: * silences the target While equipped: Stats +5 Dex dps ---------- Res.pen +12% nature +11% physical Longbows are used to shoot arrows at your foes. |
acidic steel mace of vileness (109% power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane Power 109% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +8 blight On Hit: * 11% chance to reduce strength, dexterity, and constitution by 5 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Blunt and deadly. |
balanced steel mace of erosion (105% power, 3 apr)3.0 T2 mace 1H weapon [Ego] Nature/Master Power 106% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +9 nature While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +25% Blunt and deadly. |
cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Slings are used to hurl stones or metal shots at your foes. |
mighty cured leather sling of cold4.0 T2 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +8 cold While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +10% cold Slings are used to hurl stones or metal shots at your foes. |
mighty cured leather sling of fire4.0 T2 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +7 fire While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +12% fire Slings are used to hurl stones or metal shots at your foes. |
blighted yew starstaff of wizardry (120% power, 4 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego++] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Mag +1 Wil dps ---------- Spell.crit +10% Spell.pwr +18 (+6 eff.) Dmg.mod +20% physical ---------- misc Vim/s.crit +3.00 Max.mana +24.00 Max.vim +12.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
acidic dwarven-steel waraxe of evisceration (122% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Arcane/Master Power 122% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +7 (+2 eff.) One-handed war axes. |
elemental dwarven-steel waraxe of shearing (123% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego++] Arcane/Master Power 123% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 15 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +11% acid Res.pen +10% acid +8% all Acc +7 (+2 eff.) Apr +7 One-handed war axes. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +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. |
Lustrequeller (10 def, 5 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Dex dps ---------- Dmg.mod +15% light ----- def ----- Armour +5 Defense +10 (+4 eff.) Phys.save +15 (+6 eff.) Spell.save +15 (+7 eff.) Mind.save +19 (+9 eff.) ---------- misc Light +3 See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Iveribrenn (10 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Dex +7 Wil +3 Cun dps ---------- Melee Ret 10 mind ----- def ----- Armour +4 Defense +10 (+4 eff.) Fatigue +3% Resists +2% physical Phys.save +10 (+4 eff.) Spell.save +9 (+4 eff.) Mind.save +9 (+4 eff.) ---------- misc Hate/m.crit +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sileravea the Cloudrage (6 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Defense +6 (+2 eff.) Resists +9% acid +6% darkness Confus- +20% Pinning- +10% Teleport- +10% Evasion: (Instant) Puts all charms on 30 cooldown Level 5.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 31 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
stealthy pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: Stats +8 Lck +5 Dex ----- def ----- Armour +3 Stealth +8 ---------- misc Stam/turn +0.40 Max.stam +10.00 A pair of boots made of leather. |
undeterred pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: ----- def ----- Armour +4 Fatigue +3% Silence- +20% Confus- +23% Stun/Frz- +23% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 100% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
radiant dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 8 light Dmg.mod +6% light ----- def ----- Armour +2 Fatigue +3% Resists +6% light Unarmed combat: Power 131% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: 20% Searing Light 3 Metal gloves protecting the hands up to the middle of the lower arm. |
restful hardened leather gloves of dexterity (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +4 Dex dps ---------- Acc +11 (+3 eff.) ----- def ----- Armour +2 HP.reg +3.00 ---------- misc Stam/turn +0.70 Max.stam +20.00 Unarmed combat: Power 113% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +3 Crit +7.0% Atk.spd 125% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 92% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Korystir the Tundraquake (2 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +4 (+2 eff.) Dmg.mod +9% cold +12% mind +9% nature ----- def ----- Defense +2 (+1 eff.) Resists +12% mind +6% cold Shield.pwr +7% HP.reg +2.10 A pointy cloth hat, very wizardly... |
Morningbane the dwarven-steel helm (0 def, 7 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% light Res.pen +20% mind Melee Ret 8 cold ----- def ----- Armour +7 Fatigue +4% ---------- misc Light +3 Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cashmere wizard hat 'Chillrace' (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +7 Cun +3 Str dps ---------- Dmg.mod +6% cold +18% physical Apr +2 ----- def ----- Defense +2 (+1 eff.) Mind.save +8 (+4 eff.) A pointy cloth hat, very wizardly... |
grounding dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +8% lightning +8% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding dwarven-steel helm of trickery (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +2 Cun +3 Dex dps ---------- Apr +4 ----- def ----- Armour +4 Fatigue +4% Resists +9% lightning +8% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Velamiyata' (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +9 Str +6 Mag +3 Wil dps ---------- Phys.pwr +8 (+2 eff.) Res.pen +10% mind ----- def ----- Armour +3 Fatigue +3% Resists +10% physical Phys.save +8 (+4 eff.) ---------- misc Psi/ret +0.08 Light +3 A cap made of leather. |
dwarven-steel mail armour of the deep (3 def, 10 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +10 Defense +3 (+1 eff.) Fatigue +12% Resists +7% acid +7% cold ---------- misc Breathe water A suit of armour made of mail. |
enlightening dwarven-steel mail armour of fire resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +18% fire Mind.save +14 (+7 eff.) A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of implacability (3 def, 12 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +8% Phys.save +6 (+3 eff.) HP.reg +2.00 ---------- misc Stam/turn +1.20 A suit of armour made of mail. |
cleansing hardened leather armour of Eyal (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +11% nature +12% blight Max.HP +29.00 HP.reg +1.00 Heal.mod +12% A suit of armour made of leather. |
duelist's hardened leather armour of the deep (13 def, 10 armour)9.0 T3 light armor [Ego++] Nature/Master While equipped: Stats +4 Cun +5 Dex ----- def ----- Armour +10 Defense +13 (+5 eff.) Fatigue +8% Resists +8% acid +10% cold ---------- misc Breathe water A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
Eremuchik the Flashglamour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +7 Str +6 Mag dps ---------- Dmg.mod +6% light ----- def ----- Armour +9 Fatigue +22% HP.reg +3.00 ---------- misc Stam/turn +0.70 Light +1 A suit of armour made of metal plates. |
dwarven-steel plate armour of temporal resistance (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego] Arcane While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +17% temporal A suit of armour made of metal plates. |
steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Normal] While equipped: ----- def ----- Armour +9 Fatigue +22% A suit of armour made of metal plates. |
coruscating steel shield (0 def, 4 armour, 40.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Str dps ---------- Melee Ret 2 fire ----- def ----- Armour +4 Fatigue +8% Resists +11% fire ---------- misc Talents +1 Block Handheld deflection devices. |
Radiancesever the quiver of yew arrows (19/19, 157% power, 10 apr)3.0 T3 arrow ammo [Rare] Master Power 157% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 19 Ranged+ +20 acid +20 light On Hit.r1 +8 light On Crit.r2 +12 acid Arrows are used with bows to pierce your foes to death. |
thought-forged quiver of ash arrows of erosion (19/19, 120% power, 7 apr)3.0 T2 arrow ammo [Ego] Nature/Psionic Power 121% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 19 Rld cld 6 Ranged+ +11 mind +12 nature On Hit: * 23% chance to reduce all saves and defense by 18 Arrows are used with bows to pierce your foes to death. |
4 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. |
315 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. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Serpenttrencher (dig speed 24 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +5 Cun dps ---------- Dmg.mod +21% nature Res.pen +10% nature ---------- misc Light +3 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
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.(54 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. |
survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +40.00 Heal.mod +12% ---------- 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
9 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. |
6 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. |
9 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 Iron Bars the Cornac Brawler level 8
21st Dusk 122nd year of Ascendancy at 23:21 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Iron Bars the Cornac Brawler level 10
28th Dusk 122nd year of Ascendancy at 00:24 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Iron Bars the Cornac Brawler level 20
31st Haze 122nd year of Ascendancy at 23:41 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Iron Bars the Cornac Brawler level 20
32nd Haze 122nd year of Ascendancy at 10:37 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Iron Bars the Cornac Brawler level 8
7th Dusk 122nd year of Ascendancy at 18:56 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Iron Bars the Cornac Brawler level 16
47th Dusk 122nd year of Ascendancy at 02:16 see stats
Log
Bleeding from Bethakira the sand-drake hits Iron Bars for (25 flat reduction), 15 physical (15 total damage).
Bethakira the sand-drake misses Iron Bars.
Melee retaliation hits Bethakira the sand-drake for 4 acid, 2 physical (5 total damage).
Bethakira the sand-drake hits Iron Bars for (25 flat reduction), 32 physical (32 total damage).
Iron Bars throws two quick punches.
Black ooze misses Iron Bars.
Iron Bars hits Bethakira the sand-drake for 93 physical, 96 physical (189 total damage).
Bleeding from Bethakira the sand-drake hits Iron Bars for (25 flat reduction), 15 physical (15 total damage).
Bethakira the sand-drake uses Knockback.
Bethakira the sand-drake performs a melee critical strike against Iron Bars!
Bethakira the sand-drake's blood frenzy intensifies!
Iron Bars is dazed!
Iron Bars is cut deeply.
Iron Bars's Spinning Backhand is disrupted by his wounds!
Iron Bars is not dazed anymore.
Melee retaliation hits Bethakira the sand-drake for 4 acid, 2 physical, 3 acid, 1 physical (10 total damage).
Bethakira the sand-drake hits Iron Bars for (25 flat reduction), 154 physical, (25 flat reduction), 60 physical (214 total damage).
Spinning Backhand is still on cooldown for 4 turns.
Talent Infusion: Movement is ready to use.
Talent Infusion: Regeneration is ready to use.
Deep Wound from Bethakira the sand-drake hits Iron Bars for (25 flat reduction), 42 physical (42 total damage).
Bleeding from Bethakira the sand-drake hits Iron Bars for (25 flat reduction), 64 physical (64 total damage).
Black ooze misses Iron Bars.
Bethakira the sand-drake misses Iron Bars.
Iron Bars misses Bethakira the sand-drake.
Bethakira the sand-drake misses Iron Bars.
Iron Bars's Rune: Shatter Afflictions has been disrupted by anti-magic forces!














































































































