













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 21 / 89% |
| Size | medium |
| Lifes / Deaths | Killed by Weirdling Beast at level 21 on the 30th Dearth 122nd year of Ascendancy at 06:19 / 1 |
Primary Stats
| Strength | 58 (base 35) |
| Dexterity | 39 (base 35) |
| Constitution | 49 (base 32) |
| Magic | 26 (base 10) |
| Willpower | 23 (base 10) |
| Cunning | 26 (base 10) |
Resources
| Life | -10/934 |
| Positive | 110/110 |
| Stamina | 31/212 |
| Healing Factor | 1.2732873839944 |
| Regeneration | 18.012117461905 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 42 |
| Crit Chance | 15% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +20% |
| Darkness | +33% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Mind | +20% |
| Physical | +35% |
Defense: Base
| Armour (hardiness) | 38 (30%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 4 |
| Physical Save | 38 |
| Spell Save | 32 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Blight | + 15%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 39%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 42%( 70%) |
| Light | + 23%( 70%) |
| Temporal | + 28%( 70%) |
| Physical | + 20%( 70%) |
| Lightning | + 24%( 70%) |
| Mind | + 15%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Pinning Resistance | 25% |
| Teleport Resistance | 10% |
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
| Disarm Resistance | 20% |
| Poison Resistance | 21% |
| Knockback Resistance | 62% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 227 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 138 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Warcries | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom. Escort: lost warrior (level 2 of Heart of the Gloom)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Islavena the thief. Escort: lost warrior (level 4 of Old Forest) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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 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 |
Equipment
| On feet | Prismvagrant the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Dex +1 Mag +6 Con ----- def ----- Armour +3 Fatigue -2% Resists +3% light Phys.save +6 (+3 eff.) ---------- misc Max.enc +23 Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Hornet Stingers (20/20, 18-25 power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
| Light source | Aruda1.0 T3 lite [Rare] Psionic While equipped: Stats +2 Str +3 Con dps ---------- Mind.crit +6% Crit.mult +10.00% Mind.pwr +8 (+4 eff.) Res.pen +10% physical ----- def ----- Armour +4 Mind.save +6 (+3 eff.) ---------- misc Stam/turn +1.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Durilahor (15 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +10% physical ----- def ----- Armour +3 Defense +15 (+6 eff.) Fatigue +5% Resists +9% acid +1% physical +5% arcane ---------- misc Stam/ret +0.70 Equi/ret +0.80 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Torchblack the hardened leather gloves (5 def, 6 armour)1.0 T2 hands armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire Res.pen +15% physical ----- def ----- Armour +6 Defense +5 (+2 eff.) Mind.save +7 (+4 eff.) Max.HP +40.00 Poison- +10% Silence- +20% Teleport- +10% ---------- misc Stam/turn +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | yew totem of thorny skin 'Nightripper' [power 47] (20 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% darkness ----- def ----- Resists +9% acid +3% temporal +6% mind +15% lightning HP.reg +4.00 Harden the skin for 7 turns increasing armour by 47 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | treant's steel ring of tenacity0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +6% nature +6% blight Max.HP +23.00 Poison- +11% Disease- +13% Disarm- +20% Pinning- +25% Knockbk- +22% Rings make your fingers look great! |
| On fingers | Glorodarin0.1 T2 ring jewelry [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- Mov.spd +10% Acc +17 (+6 eff.) ----- def ----- Defense +7 (+3 eff.) Resists +3% physical Crit.chn- 15.00% ---------- misc Infravis +3 Blinding Speed: Puts all charms on 40 cooldown Level 3.9 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
| Around neck | wanderer's steel amulet of the eclipse0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +4 Cun +5 Con dps ---------- Mov.spd +10% Melee+ 7 light 6 darkness Dmg.mod +8% light +7% darkness On Melee Ret: * 6% chance to reduce damage dealt by 19% * 5% chance to blind ----- def ----- Fatigue -5% HP.reg +1.00 Disease- +15% ---------- misc Stam/turn +0.50 Amulets make your neck look great! It was changed by the digestive sack. |
| In main hand | Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 8/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 89.34 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
| Around waist | 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. |
| In off hand | Tulugarodig the dwarven-steel shield (0 def, 6 armour, 28-34 power, 77 block)7.0 T3 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 28.5 - 34.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +6.5% Block +77 Melee+ +15 light +11 darkness While equipped: Stats +3 Mag +3 Cun +2 Con dps ---------- Phys.crit +1.0% Crit.mult +5.00% Dmg.mod +12% light +12% darkness On shield block: * Cause enemies within radius 6 to bleed for 158 physical damage over 5 turns (1/turn) ----- def ----- Armour +6 Fatigue +8% Resists +21% cold +11% light +12% darkness ---------- misc Max.stam +20.00 Talents +1 Block Handheld deflection devices. |
| Cloak | thick linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Umbrawrack of the Blightspawn (9 def, 6 armour)9.0 T3 light armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Str +10 Wil +5 Cun -3 Con dps ---------- Mind.pwr +15 (+7 eff.) Res.pen +20% mind ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +17% temporal +13% darkness +7% physical Mind.save +15 (+6 eff.) ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Inventory
Ashravager0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.pwr +5 (+2 eff.) Acc +20 (+7 eff.) Melee Ret 2 fire ----- def ----- Resists +6% physical Crit.chn- 15.00% ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+6 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +21 Rings make your fingers look great! |
titan's copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Phys.save +6 (+3 eff.) Rings make your fingers look great! |
stralite mace of amnesia (36-51 power, 5 apr)3.0 T4 mace 1H weapon [Ego+] Psionic Power 36.5 - 51.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Blunt and deadly. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Glintgrit the steel dagger (14-19 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 14.5 - 18.9 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 light Against +10% Undead On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Str dps ---------- Phys.crit +7.0% Phys.pwr +10 (+3 eff.) Dmg.mod +7% physical Acc +9 (+3 eff.) ----- def ----- Resists +3% light +2% physical ---------- misc Max.stam +20.00 Sharp, short and deadly. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+6 eff.) Phys.save +15 (+6 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Aeroriann (30 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +1 Dex dps ---------- Dmg.mod +8% acid +11% physical +9% fire +6% cold Res.pen +10% physical Apr +3 ----- def ----- Defense +30 (+11 eff.) Resists +12% acid +12% physical +13% cold +11% fire +9% all ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Erustir the cured leather armour (6 def, 4 armour)9.0 T2 light armor [Random Unique] Arcane/Master While equipped: Stats +1 Cun ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +6% blight +38% cold +6% arcane Crit.chn- 15.00% Spell.save +14 (+7 eff.) ---------- misc Light +3 A suit of armour made of leather. |
Heal's kiss the hardened leather armour (13 def, 11 armour)9.0 T3 light armor [Rare] Master While equipped: Stats +7 Dex +4 Wil +6 Cun dps ---------- Mind.crit +2% Mind.pwr +10 (+5 eff.) ----- def ----- Armour +11 Defense +13 (+5 eff.) Fatigue +8% Resists +12% nature Mind.save +9 (+4 eff.) ---------- misc Equi/ret +0.04 A suit of armour made of leather. |
Cyrylelaith the iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Dex +1 Con dps ---------- Res.pen +10% physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +15% lightning Die.at -60.00 life A suit of armour made of mail. |
Glorutta1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Str dps ---------- Acc +10 (+3 eff.) Apr +1 ----- def ----- Armour +2 Max.HP +34.00 ---------- misc Max.stam +30.00 A belt that goes around your waist. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Flamerend (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature +9% fire Res.pen +5% darkness Melee Ret 2 fire ----- def ----- Armour +3 Fatigue -3% Resists +9% fire Phys.save +5 (+2 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 45.58 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 188.66 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Cuthayarab the Torchfear (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +3% acid +6% cold +6% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Glurin (10 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.pwr +30 (+10 eff.) Melee+ 7 acid Dmg.mod +4% acid Apr +2 ----- def ----- Armour +1 Defense +10 (+4 eff.) Fatigue +1% Resists +6% acid +3% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
iron helm of the depths (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +5% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 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. |
11 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. |
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. |
3 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. |
6 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. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
2 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. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
225 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. |
Amiyadas the Unlightthorn2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness +3% cold Res.pen +5% darkness ----- def ----- Resists +6% mind Max.HP +41.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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.(74 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Wretchkarma the iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% lightning +9% light Apr +6 Melee Ret 10 nature ----- def ----- Resists +6% lightning 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. |
dwarven-steel pickaxe 'Cyryda' (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +6% acid On Hit (Melee): * 10% chance to reduce armor by 23% ----- def ----- Resists +3% mind Max.HP +22.00 HP.reg +4.00 Confus- +10% Stun/Frz- +20% ---------- misc Psi/ret +0.12 Max.stam +24.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Roen the Dwarf Bulwark level 12
21st Profit 122nd year of Ascendancy at 12:49 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Roen the Dwarf Bulwark level 16
12nd Dearth 122nd year of Ascendancy at 12:14 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Roen the Dwarf Bulwark level 20
26th Dearth 122nd year of Ascendancy at 12:32 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Roen the Dwarf Bulwark level 19
25th Dearth 122nd year of Ascendancy at 22:21 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Roen the Dwarf Bulwark level 10
3rd Acquisition 122nd year of Ascendancy at 08:22 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Roen the Dwarf Bulwark level 20
26th Dearth 122nd year of Ascendancy at 05:54 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Roen the Dwarf Bulwark level 6
19th Voratun 122nd year of Ascendancy at 10:20 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Roen the Dwarf Bulwark level 15
2nd Dearth 122nd year of Ascendancy at 07:24 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Roen the Dwarf Bulwark level 18
21st Dearth 122nd year of Ascendancy at 20:40 see stats
Log
Roen hits Weirdling Beast for (149 absorbed), 0 physical (0 total damage).
Talent Infusion: Regeneration is ready to use.
Weirdling Beast activates Hymn of Shadows.
Weirdling Beast deactivates Hymn of Perseverance.
The shield around Weirdling Beast crumbles.
Weirdling Beast uses Mind Sear.
Weirdling Beast hits Roen for 158 mind damage.
Roen uses Assault.
Roen is covered in acid!
Roen performs a melee critical strike against Weirdling Beast!
Weirdling Beast's spell attains critical power!
Weirdling Beast resists the shadowy cut
Roen performs a melee critical strike against Weirdling Beast!
Weirdling Beast resists the shadowy cut
Roen hits Weirdling Beast for 20 physical, 14 light, 12 darkness, 7 light, 7 darkness, 16 darkness, 13 physical, 5 light, 5 darkness, 21 darkness, 17 physical, 5 light, 5 darkness (146 total damage).
Shards of metal explode from Roen's shield!
Weirdling Beast starts to bleed.
Talent Shield Wall is ready to use.
Roen hits Weirdling Beast for 17 physical damage.
Acid Splash from Weirdling Beast hits Roen for (13 blocked), 0 acid (0 total damage).
Weirdling Beast feels pain again.
Weirdling Beast uses Infusion: Healing.
Weirdling Beast stops bleeding.
Bleeding from Roen hits Weirdling Beast for 17 physical damage.
Weirdling Beast receives 447 healing from Infusion: Healing.
Weirdling Beast casts Soul Rot.
Weirdling Beast's spell attains critical power!
Weirdling Beast's Soul Rot hits Roen for 321 blight damage.
Roen the level 21 dwarf bulwark was fouled to death by Weirdling Beast and slowly consumed on level 1 of Yiilkgur, the Sher'Tul Fortress.




































































































