









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
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 1.7.6Donators/Buyers bonus! ToME Russian translation (Русский перевод) 1.7.5This addon translates ToME to Russian language. Это дополнение обеспечивает перевод игры на русский язык. На текущий момент переведено: Tales of Maj'Eyal: Age of Ascendancy (основная игра) – 100%; Данное дополнение создаётся в качестве литературного перевода, призванного передать дух игры. Работа авторами ведётся полностью самостоятельно, без использования труда третьих лиц. КАК УСТАНОВИТЬ: КАК ВКЛЮЧИТЬ РУССКИЙ ЯЗЫК В ИГРЕ: После этого игра перезапустит текущего персонажа. Отныне для этого и всех новых персонажей игра будет на русском языке. Новое в версии 1.3.0: – Завершён перевод официального дополнения Forbidden Cults; Перевод всего контента игры завершён. Дальнейшие обновления будут выходить по мере появления нового контента в самой игре или накопления значительного количества правок. Если Вы столкнулись с ошибками в переводе, у Вас есть предложения или Вы просто хотите оставить отзыв, оставьте комментарий ниже, напишите сообщение на канале "Перевод" русскоязычного discord по Tales of Maj'Eyal ( https://discord.gg/gNq4UC7 ) или посетите страницу форума ( https://forums.te4.org/viewtopic.php?f=50&t=53239 ). P.S. This addon wouldn't be possible without translation tools provided by the most amazing person - OtowaKotori. And thanks to DG, he's fine too! ;-) Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Krog |
Class | Cursed |
Level / Exp | 14 / 72% |
Size | big |
Lifes / Deaths | Killed by Xewyn the giant eel at level 14 on the 60th Haze 122nd year of Ascendancy at 11:37 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 42 (base 38) |
Dexterity | 17 (base 13) |
Constitution | 17 (base 12) |
Magic | 9 (base 10) |
Willpower | 39 (base 28) |
Cunning | 13 (base 10) |
Resources
Life | -66/392 |
Hate | 81/104 |
Equilibrium | 30 |
Healing Factor | 1.0307384765992 |
Regeneration | 4.3806385255467 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
See Stealth | 5 |
See Invisible | 5 |
Offense: Mainhand
Damage | 58 |
Accuracy | 42 |
Crit Chance | 4% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 9 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Light | +3% |
Nature | +6% |
Fire | +3% |
Cold | +3% |
All | 0% |
Offense: Damage Penetration
Lightning | +15% |
Mind | +10% |
Physical | +7% |
Cold | +10% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 39.511077022655 (89.749889547741%) |
Defense | 10 |
Ranged Defense | 10 |
Fatigue | 25 |
Physical Save | 32 |
Spell Save | 27 |
Mental Save | 40 |
Defense: Resistances
Acid | + 12%( 70%) |
Light | + 3%( 70%) |
Lightning | + 3%( 70%) |
Cold | + 20%( 70%) |
Arcane | + 10%( 70%) |
Fire | + 52%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 21% |
Silence Resistance | 10% |
Confusion Resistance | 20% |
Fear Resistance | 20% |
Stun Resistance | 40% |
Poison Resistance | 30% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 211 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 120 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Predator | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed form | 1.13 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 AlchemistsMarus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed giant spider spinneret. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * You've found the needed red crystal shard. | 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 |
Equipment
On feet | ![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+5 eff.) Fatigue: +2% Changes stats: +2 Cun / +3 Wil Changes resistances: +9% fire Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Life regen: +4.00 Only die when reaching: -40.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Cun Mental save: +12 (+4 eff.) Equilibrium when hit: +0.04 Maximum hate: +4.00 Mindpower: +10 (+3 eff.) Light radius: +3 See stealth: +5 See invisible: +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. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +5 Dex Physical save: +6 (+3 eff.) Spell save: +12 (+6 eff.) Mental save: +3 (+1 eff.) Healing mod.: +5% A cap made of leather. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +3% lightning Changes resistances penetration: +15% lightning / +10% cold Changes damage: +3% cold It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +12% acid / +3% cold Changes resistances penetration: +20% nature Changes damage: +3% fire Mental save: +6 (+2 eff.) Only die when reaching: -20.00 life Rings make your fingers look great! |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% fire / +5% arcane / +5% cold Physical save: +12 (+6 eff.) Mental save: +9 (+3 eff.) Poison immunity: +10% Silence immunity: +10% Healing mod.: +5% A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.0 - 40.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +3 Con Changes resistances penetration: +7% physical Disarm immunity: +21% Massive two-handed swords. |
Main armor | ![]() Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +16 Fatigue: +22% A suit of armour made of metal plates. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+1 eff.) Changes stats: +1 Str / +1 Mag Changes resistances: +12% cold / +3% light / +5% arcane Poison immunity: +20% Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 26 Damage when hit (Melee): 6 mind / 2 light Changes resistances penetration: +10% mind Changes damage: +3% light / +6% nature Talent mastery: +0.13 Cursed / Cursed form Amulets make your neck look great! |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 635% 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 Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Confusion immunity: +20% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Rings make your fingers look great! |
![]() flaming iron dagger (10-12 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.3 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (radius 1) on hit: +7 fire Sharp, short and deadly. |
![]() iron greatmaul (18-26 power, 1 apr) Requires: - Strength 11 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.5 - 26.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Massive two-handed mauls. |
![]() ash longbow of piercing Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When wielded/worn: Accuracy: +11 (+4 eff.) Armour penetration: +11 Changes resistances penetration: +8% all Longbows are used to shoot arrows at your foes. |
![]() dreamer's vined mindstar (6-6 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +8% mind Talent granted: +1 Attune Mindstar Mental save: +2 (+0 eff.) Psi each turn: +0.30 Maximum psi: +14.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() ash magestaff 'Thunderspawn' (15-18 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +4 Armour Hardiness: +4% Defense: +6 (+6 eff.) Changes stats: +1 Str / +1 Mag Changes damage: +9% lightning / +15% fire Talent granted: +1 Command Staff Critical mult.: +10.00% Physical save: +4 (+2 eff.) Spellpower: +6 (+6 eff.) Spell crit. chance: +8% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 36.04 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() cruel ash magestaff of fate (15-18 power, 3 apr, cold element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% cold Talent granted: +1 Command Staff Critical mult.: +11.00% Physical save: +8 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Spellpower: +6 (+6 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
![]() elm magestaff of breaching (10-12 power, 2 apr, arcane element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +5% arcane Changes damage: +10% arcane Talent granted: +1 Command Staff Spellpower: +3 (+3 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() fungal steel steamgun Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Con Talent mastery: +0.10 Wild-gift / Fungus It can be used to regenerate 60 life over 5 turns Activation puts all charms on cooldown for 20 turns. Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() iron steamgun of life draining Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +6 Travel speed: +600% Damage (Ranged): +7 draining blight Attacks use: 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() strafer's dwarven-steel steamgun of life draining Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +8 draining blight Attacks use: 2.0 Steam When wielded/worn: Accuracy: +6 (+2 eff.) Talent cooldown: Strafe (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex / +1 Mag / +1 Cun Changes resistances: +3% cold Poison immunity: +10% Disease immunity: +20% Maximum life: +32.00 A belt that goes around your waist. |
![]() linen cloak of Iron Throne (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() spellwoven linen robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Spell save: +15 (+7 eff.) Spellpower: +3 (+3 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() woollen robe of blight (+12%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +12% blight / +9% all Changes damage: +12% blight A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Jetvalor (5 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +1 Defense: +5 (+5 eff.) Changes stats: +6 Lck / +4 Dex Changes resistances penetration: +5% darkness Changes damage: +6% darkness / +12% physical Stealth bonus: +6 A pair of boots made of leather. |
![]() insulating pair of rough leather boots (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% fire / +6% cold A pair of boots made of leather. |
![]() pair of iron boots 'Neruth' (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +4 Str / +2 Wil / +4 Con Changes resistances: +9% blight / +3% darkness Changes damage: +6% physical Mental crit. chance: +1% Healing mod.: +10% Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() pair of rough leather boots (0 def, 1 armour) 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 A pair of boots made of leather. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex / +1 Wil Changes resistances penetration: +15% acid Mindpower: +10 (+3 eff.) Mental crit. chance: +2% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() grounding linen wizard hat of lightning (+21%) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +21% lightning / +6% temporal Changes damage: +11% lightning A pointy cloth hat, very wizardly... |
![]() stabilizing iron helm (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Physical save: +10 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +8 Defense: +2 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 4 temporal Changes resistances: +25% acid / +6% cold / +16% lightning Changes resistances penetration: +15% darkness Changes damage: +3% darkness Allows you to breathe in: water A suit of armour made of mail. |
![]() Abyssclash (3 def, 9 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +9 Defense: +3 (+3 eff.) Fatigue: +6% Effects on melee hit: * 20% chance to slow global speed by 53% Damage (Melee): 5 fire Damage (Ranged): 5 fire Changes resistances: +3% lightning / +10% physical / +3% darkness / +9% blight / +14% fire A suit of armour made of leather. |
![]() Skin of Many (12 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+11 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() prismatic cured leather armour (6 def, 4 armour) Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+6 eff.) Fatigue: +7% Changes resistances: +11% light / +10% darkness A suit of armour made of leather. |
![]() rough leather armour of the hero (3 def, 2 armour) Requires: - Strength 10 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+3 eff.) Fatigue: +6% Changes stats: +3 Str / +4 Dex / +3 Mag / +3 Wil / +4 Cun Maximum life: +31.00 A suit of armour made of leather. |
![]() steel plate armour 'Radianceradiance' (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +4 Cun / +4 Wil Changes resistances: +6% light / +18% fire / +3% nature / +5% physical Changes damage: +6% light Physical save: +12 (+6 eff.) Mental save: +11 (+3 eff.) A suit of armour made of metal plates. |
![]() Radiancemaster (0 def, 2 armour, 10-12 power, 17 block) Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.0 - 12.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +17 Damage (Melee): +12 light When wielded/worn: Armour: +2 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 185 physical damage over 5 turns (1/turn) Changes stats: +3 Dex / +1 Mag / +1 Con Changes damage: +12% temporal Talent granted: +1 Block Handheld deflection devices. |
![]() iron shield (0 def, 2 armour, 9-11 power, 21 block) Requires: - Shield usage training - Strength 11 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.0 - 10.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +21 When wielded/worn: Armour: +2 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
![]() flaming quiver of ash arrows of crippling (15/15, 19-27 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 19.0 - 26.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +9.5% Capacity: 15 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +11 fire Arrows are used with bows to pierce your foes to death. |
![]() quiver of elm arrows (11/11, 16-22 power, 5 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 15.5 - 21.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 11 Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(95 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() deadly pouch of steel shots (10/19, 29-35 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 29.0 - 34.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 19 Shots are used with slings to pummel your foes to death. |
![]() tundral pouch of steel shots (12/18, 22-27 power, 2 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 22.5 - 27.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 18 Damage (Ranged): +8 cold Damage (radius 2) on crit: +5 cold Shots are used with slings to pummel your foes to death. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 123 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Akaisda the Krog Cursed level 11
43rd Haze 122nd year of Ascendancy at 19:54 see stats
By Akaisda the Krog Cursed level 10
33rd Haze 122nd year of Ascendancy at 17:24 see stats
By Akaisda the Krog Cursed level 5
14th Haze 122nd year of Ascendancy at 20:05 see stats
Log
Mindrot hits Bloated ooze for 2 mind, 2 darkness (4 total damage).
Mindrot hits Bloated ooze for 2 mind, 2 darkness (4 total damage).
Mindrot hits Xewyn the giant eel for (3 flat reduction), 0 mind, (3 flat reduction), 0 darkness (0 total damage).
Lisora the cave troll's Slime Spit hits Akaisda for (29 antimagic), (22 rampage shugs off), 22 nature (22 total damage).
Bleeding from Lisora the cave troll hits Akaisda for (22 rampage shugs off), 9 physical (9 total damage).
Thorn Grab from Lisora the cave troll hits Akaisda for (5 antimagic), 0 nature (0 total damage).
Xewyn the giant eel uses Adrenaline Surge.
Xewyn the giant eel feels a surge of adrenaline.
Xewyn the giant eel throws two quick punches.
Xewyn the giant eel hits Akaisda for 37 physical, 39 physical (77 total damage).
Melee retaliation hits Xewyn the giant eel for (2 flat reduction), 0 light, (7 flat reduction), 0 mind, (2 flat reduction), 0 light, (4 flat reduction), 0 mind (0 total damage).
Lisora the cave troll is no longer overwhelmed.
Lisora the cave troll shares damage with his oozes!
Melee retaliation hits Lisora the cave troll for 1 light, 2 mind, 1 light, 1 mind (5 total damage).
Lisora the cave troll hits Akaisda for 32 mind, 14 mind (46 total damage).
Akaisda has shrugged off 22 damage and is ready for more.
Lisora the cave troll moves reluctantly!
Lisora the cave troll shares damage with his oozes!
Mindrot hits Lisora the cave troll for 0 mind, 1 darkness (1 total damage).
Mindrot hits Bloated ooze for 2 mind, 2 darkness (4 total damage).
Mindrot hits Bloated ooze for 2 mind, 2 darkness (4 total damage).
Mindrot hits Xewyn the giant eel for (3 flat reduction), 0 mind, (3 flat reduction), 0 darkness (0 total damage).
Bleeding from Lisora the cave troll hits Akaisda for (22 rampage shugs off), 9 physical (9 total damage).
Thorn Grab from Lisora the cave troll hits Akaisda for (5 antimagic), 0 nature (0 total damage).
Xewyn the giant eel throws a finishing uppercut.
Akaisda resists the stun!
Xewyn the giant eel hits Akaisda for 57 physical damage.
Melee retaliation hits Xewyn the giant eel for (3 flat reduction), 0 light, (7 flat reduction), 0 mind (0 total damage).
Akaisda the level 14 krog cursed was crushed to death by Xewyn the giant eel on level 2 of Trollmire.
Lisora the cave troll is no longer being stalked by Akaisda.