









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Better Item Description 1.7.2This 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:
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 | Insane Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Wanderer |
| Level / Exp | 18 / 50% |
| Size | small |
| Lifes / Deaths | Killed by Polylratha the bee swarm at level 18 on the 14th Dusk 122nd year of Ascendancy at 06:51 / 1 |
Primary Stats
| Strength | 28 (base 23) |
| Dexterity | 17 (base 18) |
| Constitution | 14 (base 12) |
| Magic | 57 (base 46) |
| Willpower | 32 (base 18) |
| Cunning | 16 (base 12) |
Resources
| Life | -164/347 |
| Mana | 184/318 |
| Stamina | 218/227 |
| Insanity | 2/100 |
| Healing Factor | 1.2372895330003 |
| Regeneration | 2.7839014492508 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +110.00527732609% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 7 |
| See Stealth | 32.989687335918 |
| See Invisible | 41.989687335918 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 14 |
| Crit Chance | 25% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Acid | +18% |
| Nature | +15% |
| Temporal | +5% |
| Darkness | +5% |
| Arcane | +22% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +22% |
| Acid | +10% |
| Temporal | +7% |
Defense: Base
| Armour (hardiness) | 28.5 (43.579428603723%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 13 |
| Physical Save | 16 |
| Spell Save | 32 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Blight | + 3%( 70%) |
| Arcane | + 20%( 70%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
| Lightning | + 36%( 70%) |
| Physical | + 9%( 70%) |
| Darkness | + 6%( 70%) |
| Fire | + 28%( 70%) |
| Nature | + 9%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 100% |
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Silence Resistance | 50% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 408 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 104 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 665% for 10 turns (382 total) and instantly restoring 33 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 819% 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 Magic stat. |
Class Talents
| Spell / Arcane | 1.20 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Technique / Bloodthirst | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Sawmaiming | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Entropy | 1.20 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Power Overwhelming |
| talent | Arcane Power |
| beneficial effect | The mana surge engulfs the target, regenerating 4.99 mana per turn. Surging mana |
| detrimental effect | The target is frozen on the ground, able to act freely but not move. Frozen Feet |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | Huge cut that bleeds, doing 31.99 physical damage per turn. Bleeding |
| detrimental effect | The target is on fire, taking 102.51 fire damage per turn. Burning |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is poisoned, taking 50.93 nature damage per turn. Poison |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | Damage reduced by 23%. To The Arms |
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 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 Constitution by +5. | done |
You failed to protect the lost warrior from death by ritch flamespitter. Escort: lost warrior (level 3 of Norgos Lair) | failed |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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 |
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 |
Equipment
| On feet | pair of dwarven-steel boots 'Woeknave' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mov.spd +10% Dmg.mod +9% acid +12% nature Res.pen +15% darkness +10% acid ----- def ----- Armour +4 Fatigue -3% Resists +3% nature +6% darkness Max.HP +41.00 ---------- misc Stam/turn +0.30 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | 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. |
| On head | Aeryvor the Scorpionkiller (10 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +8 Lck dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +3% nature ----- def ----- Armour +4 Defense +10 (+5 eff.) Fatigue +4% Resists +3% blight Spell.save +3 (+1 eff.) Confus- +20% Stun/Frz- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Barkedge the yew wand of conjuration [power 255] (3/15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +4 Wil +1 Mag dps ---------- Melee Ret 6 nature ----- def ----- Resists +6% nature +6% lightning ---------- misc See.Invis +9 Fire a magical bolt dealing 187 lightning damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | warrior's copper ring of lightning (+24%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +12% lightning ----- def ----- Armour +6 Resists +24% lightning Rings make your fingers look great! |
| On fingers | Scorchfist0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +2 Str +5 Mag +2 Con dps ---------- Dmg.mod +9% acid Melee Ret 4 fire ----- def ----- Mind.save +7 (+4 eff.) Confus- +29% ---------- misc Infravis +3 Rings make your fingers look great! |
| Around waist | rough leather belt 'Icequeller'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% cold ----- def ----- Armour +4 Resists +9% acid +9% fire +6% cold Crit.dmg- 10.00% A belt that goes around your waist. |
| In main hand | ash vilestaff 'Sparkfame' (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Wil +2 Mag dps ---------- Spell.crit +2% Spell.pwr +18 (+6 eff.) Dmg.mod +18% arcane Phasing +12% ----- def ----- Defense +12 (+6 eff.) Resists +6% lightning Shield.pwr +6% ---------- misc Max.mana +31.00 Max.P.En +10.00 Max.N.En +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | restful rough leather gloves of magic (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +11.00 Unarmed combat: Power 8.5 - 9.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Melee+ +5 arcane On Crit.r2 +5 arcane On Hit: 10% Nightmare 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Floeraider the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% cold ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +19% fire +3% physical Spell.save +9 (+4 eff.) Heal.mod +20% Disarm- +20% ---------- misc Light +1 A suit of armour made of mail. |
| Cloak | linen cloak 'Freezepiercer' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Str +1 Dex dps ---------- Dmg.mod +6% cold Melee Ret 4 cold ----- def ----- Defense +1 (+0 eff.) Crit.dmg- 10.00% Max.HP +33.00 ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Amychik0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +2 Wil dps ---------- Phys.crit +4.0% Apr +1 ----- def ----- Resists +6% physical Die.at -40.00 life ---------- misc Stam/turn +0.30 Max.stam +10.00 Light +3 Amulets make your neck look great! |
Inventory
steam generator implant (steam 4)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.1 steam per turn. Can be activated for an instant burst of 21 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 4)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.1 steam per turn. Can be activated for an instant burst of 21 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
grounding steel amulet of cunning (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets make your neck look great! |
Hettindil0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Cun +3 Wil dps ---------- Mind.crit +2% Dmg.mod +9% mind ----- def ----- Phys.save +7 (+5 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+4 eff.) ---------- misc Equi/ret +0.04 Max.hate +4.00 Rings make your fingers look great! |
mule's copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Fatigue -4% Resists +20% darkness ---------- misc Max.enc +20 Rings make your fingers look great! |
marksman's steel ring of frost (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% cold Acc +6 (+5 eff.) ----- def ----- Resists +22% cold Rings make your fingers look great! |
Aerolatharach the Thunderpower0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +1 Str +3 Dex dps ---------- Dmg.mod +6% acid +12% fire +6% lightning On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Resists +24% fire ---------- misc Light +2 Rings make your fingers look great! |
cruel ash magestaff of illumination (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Defense +5 (+2 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 49.75 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. |
Moldfiend (18-28 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Master Power 18.5 - 27.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit: * 10 arcane resource burn * 20% chance to reduce all saves and defense by 17 While equipped: dps ---------- Res.pen +9% all Acc +10 (+7 eff.) Apr +9 On Hit (Melee): * 10% chance to slow global speed by 42% ----- def ----- Resists +12% acid Spell.save +12 (+6 eff.) Massive two-handed mauls. |
iron steamgun4.0 T1 steamgun 1H weapon Reqs Steam Pool [Normal] Steamtech Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
iron steamgun4.0 T1 steamgun 1H weapon Reqs Steam Pool [Normal] Steamtech Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Betiseba the Sulfurspawner (0 def, 0 armour)2.0 T2 cloth armor [Rare] Psionic While equipped: Stats +5 Cun dps ---------- Dmg.mod +14% mind On Hit (Melee): * 20% chance to slow global speed by 42% ----- def ----- Resists +14% mind +3% nature +9% all ---------- misc Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Flashtyphoon the steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +12% fire On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- Armour +9 Fatigue +22% Resists +22% darkness +13% blight +19% cold +12% light +6% fire ---------- misc Light +1 A suit of armour made of metal plates. |
pair of dwarven-steel boots 'Flashquake' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning Melee Ret 4 acid ----- def ----- Armour +4 Fatigue +3% Resists +21% lightning +9% temporal +21% acid Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Nightimmortal the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +5 Dex +1 Wil dps ---------- Dmg.mod +3% darkness ----- def ----- Defense +1 (+0 eff.) Crit.dmg- 10.00% ---------- misc Infravis +6 See.Stealth +6 See.Invis +5 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 44% and attempts to push all creatures other than yourself out of its radius, inflicting 5.79 light damage and 6.07 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Chargebait the rough leather cap (5 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Str +3 Dex +2 Mag +3 Con dps ---------- Dmg.mod +9% lightning ----- def ----- Armour +1 Defense +5 (+2 eff.) Fatigue +1% A cap made of leather. |
Lisoda the iron helm (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Die.at -80.00 life Max.HP +40.00 HP.reg +4.00 Def/telep +5 Res/telep +5% Dur/telep +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Turedar the Blazequarry (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +9% mind Res.pen +5% lightning On Hit (Melee): * 10% chance to reduce armor by 35% ----- def ----- Armour +3 Fatigue +5% Resists +3% lightning +6% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Chillclamor' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire Res.pen +25% cold ----- def ----- Armour +3 Fatigue +5% Resists +27% cold +6% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+8 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
5 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. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 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. |
5 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. |
5 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. |
2 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. |
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. |
2 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+4 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. |
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. |
survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+5 eff.) Max.HP +43.00 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. |
dwarven-steel pickaxe 'Blazerupture' (dig speed 30 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str +1 Mag +4 Wil +1 Cun +2 Con dps ---------- Dmg.mod +3% fire ----- def ----- Resists +9% cold ---------- misc Light +1 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ageg the Yeek Wanderer level 10
9th Mirth 122nd year of Ascendancy at 18:17 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Ageg the Yeek Wanderer level 3
77th Pyre 122nd year of Ascendancy at 12:23 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ageg the Yeek Wanderer level 9
8th Mirth 122nd year of Ascendancy at 10:15 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Ageg the Yeek Wanderer level 16
10th Flare 122nd year of Ascendancy at 01:33 see stats
Log
Ageg casts Reverse Entropy.
Ageg's is no longer wasting away.
You are unable to move!
You are unable to move!
You are unable to move!
Polylratha the bee swarm uses To The Arms.
Polylratha the bee swarm is not dazed anymore.
Tempest of Metal performs a melee critical strike against Ageg!
Ageg is suffering and fails to concentrate on dealing damage.
Ageg's arcane area effect hits Polylratha the bee swarm for 63 arcane damage.
Ageg's arcane area effect hits Arimivena the wolf for 0 arcane damage.
Melee retaliation hits Polylratha the bee swarm for 3 fire, 6 nature, 3 cold, 3 fire, 6 nature, 3 cold, 3 fire, 6 nature, 3 cold (37 total damage).
Tempest of Metal hits Ageg for 10 physical, 11 fire, 7 physical, 11 fire (39 total damage).
Tempest of Metal hits Arimivena the wolf for 0 physical, 0 fire, 0 physical, 0 fire (0 total damage).
Polylratha the bee swarm hits Ageg for 14 physical, 5 fire (20 total damage).
Arcane Vortex from Ageg hits Polylratha the bee swarm for 28 arcane damage.
Arcane Vortex from Ageg hits Arimivena the wolf for 0 arcane damage.
Burning from Polylratha the bee swarm hits Arimivena the wolf for 0 fire damage.
Arimivena the wolf breathes venom!
Polylratha the bee swarm is poisoned!
Melee retaliation hits Polylratha the bee swarm for 3 fire, 5 nature, 2 cold, 3 fire, 5 nature, 2 cold, 3 fire, 5 nature, 2 cold, 3 fire, 5 nature, 2 cold (38 total damage).
Tempest of Metal hits Ageg for 7 physical, 11 fire, 4 physical, 11 fire (33 total damage).
Tempest of Metal hits Arimivena the wolf for 0 physical, 0 fire, 0 physical, 0 fire (0 total damage).
Polylratha the bee swarm hits Ageg for 35 physical, 11 fire, 13 physical, 11 fire (69 total damage).
You are unable to move!
Talent Manathrust is ready to use.
Burning from Polylratha the bee swarm hits Ageg for 32 fire damage.
Bleeding from Polylratha the bee swarm hits Ageg for 12 physical damage.
Poison from Polylratha the bee swarm hits Ageg for 20 nature damage.























































































