












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 16 / 78% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 16 on the 43rd Steel 123rd year of Ascendancy at 12:20 / 1 |
Primary Stats
| Strength | 54 (base 43) |
| Dexterity | 13 (base 12) |
| Constitution | 44 (base 32) |
| Magic | 9 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 14 (base 10) |
Resources
| Life | 1/744 |
| Stamina | 71/162 |
| Healing Factor | 1.3455007465519 |
| Regeneration | 4.5074275009489 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 75 |
| Accuracy | 39 |
| Crit Chance | 14% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 14 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Light | +3% |
| Darkness | +3% |
| Blight | +8% |
| Cold | +3% |
| Fire | +15% |
| All | 0% |
Offense: Damage Penetration
| Cold | +10% |
| Fire | +15% |
| Mind | +20% |
Defense: Base
| Armour (hardiness) | 40.292304923968 (87.807182003187%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 16 |
| Physical Save | 40 |
| Spell Save | 19 |
| Mental Save | 31 |
Defense: Resistances
| Lightning | + 13%( 70%) |
| Mind | + 13%( 70%) |
| Blight | + 13%( 70%) |
| Acid | + 17%( 70%) |
| Fire | + 27%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Confusion Resistance | 20% |
| Stun Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 486% 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. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
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. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed honey tree root. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | Xerudawyn the pair of rough leather boots (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +3 Con offense ------ Physical Crit +1.0% Physical Power +5 (+2 eff.) defense ------ Armor +3 Life +20.00 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Stamina/turn +3.00 Max stamina +10.00 Rush: Puts all charms on 25 cooldown Effective talent level: 2.6 Power cost 25 out of 25/25. Range 7 Cooldown: 27 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | Radianceworth the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +2 Con offense ------ Critical power +5.00% Damage +3% light Ignore resists +20% mind defense ------ Mind save +3 (+2 eff.) Life +41.00 other ------- Max psi +10.00 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 | Emagalaith the linen wizard hat (16 def, 2 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Critical power +10.00% Damage +11% fire defense ------ Armor +2 Defense +16 (+8 eff.) Resistance +16% fire Unlife -80.00 life other ------- Infravision +3 A pointy cloth hat, very wizardly... |
| On hands | Gloomknight the iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +3 Con offense ------ On-Hit 6 fire Damage +3% darkness +4% fire defense ------ Armor +1 Fatigue +1% Resistance +5% fire Physical save +3 (+1 eff.) Unlife -60.00 life Unarmed combat: Weapon Damage 10.0 - 14.0 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-crit, radius 2 +6 fire On Hit: 10% Fire Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | elm totem of stinging [power 116] (11/15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Ivoldatira0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+2 eff.) Resistance +6% blight Mind save +6 (+3 eff.) Unlife -40.00 life Blind Resist +10% Rings make your fingers look great! |
| On fingers | marksman's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) defense ------ Mind save +6 (+3 eff.) Confus Resist +20% Rings make your fingers look great! |
| Around neck | steel amulet 'Sunhack'0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str offense ------ Ignore resists +15% fire When Hit 2 temporal 4 fire defense ------ Fatigue -5% Life Regen +2.00 Amulets make your neck look great! |
| In main hand | Skullcleaver (20-28 power, 4 apr)3.0 Encumbrance T1 waraxe 1H weapon [Unique] Arcane Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage +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. |
| Around waist | rough leather belt 'Strikehacker'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Mag offense ------ Damage +3% lightning defense ------ Armor +4 Defense +10 (+5 eff.) Physical save +3 (+1 eff.) Unlife -60.00 life Life Regen +1.10 Healmod +10% A belt that goes around your waist. |
| In off hand | corrosive steel shield (0 def, 4 armour, 17-20 power, 42.5 block)7.0 Encumbrance T2 shield armor [Ego+] Arcane When used to Attack: Weapon Damage 17.0 - 20.4 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.0% Block +42 On-hit +11 acid While equipped: Stats +1 Con offense ------ When Hit: * 10% chance to reduce armor by 14% defense ------ Armor +4 Fatigue +8% Resistance +11% acid other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | Blastswift the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +3% lightning +3% cold Ignore resists +10% cold When Hit 8 fire defense ------ Defense +1 (+1 eff.) Resistance +6% lightning Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable steel mail armour of clarity (2 def, 13 armour)14.0 Encumbrance T2 heavy armor [Ego] Master/Psionic While equipped: defense ------ Armor +13 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% mind Mind save +11 (+6 eff.) A suit of armour made of mail. |
Inventory
wild infusion (res 16%; physical; dur 4; cd 14)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 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 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 3; phase 13; cd 12)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 3 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 192; dur 4; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 192 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Dagolin0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +2 Str +7 Dex offense ------ Ignore Armor +2 defense ------ Physical save +11 (+4 eff.) Spell save +11 (+6 eff.) Mind save +11 (+6 eff.) other ------- Stamina/turn +3.00 Amulets make your neck look great! |
enraging copper amulet0.1 Encumbrance T1 amulet jewelry [Ego+] Master While equipped: offense ------ Physical Power +5 (+2 eff.) Combat Speed +10% Damage +5% physical Amulets make your neck look great! |
grounding copper amulet of strength (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +10% lightning Stun Resist +20% Amulets make your neck look great! |
Brenygar the Glaciersteel0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Str offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +6 Resistance +3% lightning +3% cold +9% darkness +3% nature Rings make your fingers look great! |
steel mace 'Hanuharadan' (12-16 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Random Unique] Disrupt/Master/Psionic Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +5 darkness Damage Against +5% Living On Crit: * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +1 Cun offense ------ Physical Crit +6.0% Physical Power +5 (+2 eff.) On-Hit (Melee): * 10 arcane resource burn * 10% chance to slow global speed by 34% defense ------ Resistance +9% acid +9% lightning +9% fire +7% cold +4% all Spell save +7 (+4 eff.) other ------- Infravision +2 Blunt and deadly. |
Gloreldann the Starsear1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Dex +4 Cun +6 Lck offense ------ Ignore resists +15% light When Hit 4 acid 6 nature defense ------ Stealth +6 other ------- Disarm Traps +6 Light +1 Infravision +3 A belt that goes around your waist. |
Ololathazor the Shadowcut1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+3 eff.) Damage +3% darkness defense ------ Resistance +9% lightning +6% temporal +6% mind +3% blight Physical save +6 (+2 eff.) Spell save +3 (+2 eff.) A belt that goes around your waist. |
Rimeblack the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Resistance +6% lightning +5% temporal +3% blight +9% cold +3% nature Pinning Resist +20% A belt that goes around your waist. |
Balarach the Blastwish (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Mindpower +5 (+5 eff.) Ignore resists +5% lightning When Hit 2 mind defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +11% cold Disarm Resist +10% Stun Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal kruk cloak of Eldoral (0 def, 0 armour)2.0 Encumbrance T1 cloak armor [Cosmetic Item] Master/Psionic While equipped: Stats +1 Dex +3 Wil +2 Cun defense ------ Mind save +5 (+3 eff.) A stylish kruk-style cloak, to look awesome. |
Freezebender (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Ignore resists +10% cold On-Hit (Melee): * 10% chance to reduce armor by 14% defense ------ Armor +3 Fatigue +2% Resistance +5% lightning +7% temporal +5% arcane +3% physical Knockbk Resist +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- 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. |
Lavapanic the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Cun +1 Con offense ------ Ignore resists +20% fire defense ------ Armor +3 Fatigue +2% Resistance +6% fire +6% cold other ------- Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sepsispanic the pair of rough leather boots (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Dex +4 Con offense ------ Physical Crit +2.0% On-Hit (Melee): * 10% chance to slow global speed by 34% defense ------ Armor +3 Unlife -20.00 life other ------- Infravision +1 A pair of boots made of leather. |
Shimmerbender (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Spellpower +4 (+4 eff.) Ignore resists +10% lightning +10% temporal defense ------ Armor +1 Resistance +3% lightning +9% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A pair of boots made of leather. |
pair of rough leather boots 'Islonne' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +1 Dex +3 Wil +3 Cun +2 Con defense ------ Armor +1 Resistance +5% arcane Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) other ------- Light +3 Infravision +3 A pair of boots made of leather. |
restorative pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego+] Nature/Master While equipped: defense ------ Armor +3 Fatigue +2% Life Regen +2.00 Healmod +11% other ------- Stamina/turn +0.40 Max stamina +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+2 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
Spellhunt Remnants (2 def, 3 armour)1.5 Encumbrance T2 hands armor [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +6% Mindpower +6 (+6 eff.) Damage +10% nature Ignore resists +10% nature defense ------ Armor +3 Defense +2 (+1 eff.) Spell save +6 (+3 eff.) Life +40.00 Unarmed combat: Weapon Damage 18.0 - 25.2 Physical Uses 40% Dex, 40% Str, 40% Cun Ignore Armor +8 Critical Rate +6.0% Attack Speed 83% On-hit +12 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
rough leather gloves 'Boltraptor' (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 5 lightning Damage +4% lightning When Hit 6 lightning defense ------ Armor +1 Resistance +12% lightning +1% physical +9% darkness Poison Resist +10% Unarmed combat: Weapon Damage 6.0 - 6.6 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +6 lightning On Hit: 10% Lightning Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Hazenigh' (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ Damage +3% cold On-Hit (Melee): * 20 arcane resource burn * 10% chance to slow global speed by 34% defense ------ Armor +1 Resistance +6% temporal Life Regen +2.00 other ------- Stamina/turn +0.60 Max stamina +12.00 Unarmed combat: Weapon Damage 7.5 - 8.2 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On Hit: 10% Nightmare 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand rough leather gloves (0 def, 6 armour)1.0 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 6 physical Damage +4% physical defense ------ Armor +6 Unarmed combat: Weapon Damage 8.5 - 9.4 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-Hit, radius 1 +5 physical On-crit, radius 2 +5 physical On Hit: 10% Sand Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dayrip (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Con offense ------ Damage +11% cold Ignore resists +10% light Accuracy +5 (+1 eff.) When Hit 2 physical defense ------ Defense +1 (+1 eff.) Resistance +16% cold other ------- Light +2 A pointy cloth hat, very wizardly... |
Glacierraider the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +1 Str +2 Dex +7 Cun offense ------ Damage +3% cold defense ------ Defense +1 (+1 eff.) Crit Resistance 10.00% Mind save +6 (+3 eff.) other ------- Max hate +2.00 A pointy cloth hat, very wizardly... |
Hazeoblivion (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ Physical Power +4 (+2 eff.) Damage +12% acid +3% cold On-Hit (Melee): * 10% chance to reduce armor by 14% defense ------ Armor +3 Fatigue +5% Resistance +12% acid +3% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
clarifying linen wizard hat of lightning (+15%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature/Psionic While equipped: Stats +3 Cun offense ------ Damage +10% lightning defense ------ Defense +1 (+1 eff.) Resistance +15% lightning Mind save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
iron shield 'Strikejam' (0 def, 2 armour, 10-12 power, 18.5 block)7.0 Encumbrance T1 shield armor [Rare] Master When used to Attack: Weapon Damage 10.0 - 12.0 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.5% Block +18 While equipped: Stats +2 Str +2 Dex offense ------ Spellpower +20 (+15 eff.) Damage +12% blight +3% lightning Accuracy +5 (+1 eff.) defense ------ Armor +2 Fatigue +8% Resistance +6% lightning +3% cold other ------- Vim-on-crit +2.00 Talents +1 Block Handheld deflection devices. |
3 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
144 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance 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. |
Guwen (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +2 Con offense ------ Critical power +10.00% Damage +6% arcane When Hit 4 mind other ------- Mana/turn +0.04 Max hate +2.00 Spell cooldown 10% Light +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
Isloriathra the Blazewasp2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +3 Cun offense ------ Mind Crit +3% Ignore resists +10% lightning On-Hit (Melee): * 10% chance to reduce damage dealt by 8% defense ------ Resistance +9% lightning Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +6 See Invis +7 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 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(56 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+5 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 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 4 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. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
iron torque of gale force [power 105] (11/15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of stinging [power 116] (11/15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Frigidwrest [power 116] (11/20 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Ignore resists +5% cold defense ------ Resistance +5% arcane +3% darkness Spell save +12 (+6 eff.) Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of conjuration [power 105] (11/15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 111 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. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Hermarr the Dwarf Bulwark level 13
24th Steel 123rd year of Ascendancy at 18:13 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Hermarr the Dwarf Bulwark level 10
35th Dearth 122nd year of Ascendancy at 02:52 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Hermarr the Dwarf Bulwark level 6
18th Voratun 122nd year of Ascendancy at 22:16 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Hermarr the Dwarf Bulwark level 16
43rd Steel 123rd year of Ascendancy at 12:10 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Hermarr the Dwarf Bulwark level 10
35th Dearth 122nd year of Ascendancy at 19:18 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Hermarr the Dwarf Bulwark level 15
37th Steel 123rd year of Ascendancy at 16:56 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Hermarr the Dwarf Bulwark level 16
43rd Steel 123rd year of Ascendancy at 03:51 see stats
Log
Shadow casts Fade.
Shadow fades!
Shadow hits Hermarr for 10 physical damage.
Melee retaliation hits Shadow for 0 temporal, 0 fire (0 total damage).
Insidious Poison from Hermarr hits Bethubremikira the brown bear for 11 nature damage.
Hermarr steals life from Shadow!
Hermarr hits Shadow for 18 blight damage.
Hermarr killed Shadow!
Shadow casts Shadow Flames.
Shadow hits Hermarr for 73 fire damage.
Talent Block is ready to use.
Talent Infusion: Regeneration is ready to use.
Bethubremikira the brown bear uses Feed.
Bethubremikira the brown bear uses Willful Strike.
Bethubremikira the brown bear hits Hermarr for 137 physical damage.
Shadow hits Hermarr for 5 physical damage.
Melee retaliation hits Shadow for 2 temporal, 14 fire (16 total damage).
Insidious Poison from Hermarr hits Bethubremikira the brown bear for 11 nature damage.
Hermarr uses Infusion: Regeneration.
Hermarr starts regenerating health quickly.
Shadow casts Blindside.
Melee retaliation hits Shadow for 2 temporal, 14 fire (16 total damage).
Shadow hits Hermarr for 10 physical damage.
Hermarr is no longer maligned
Talent Shield Pummel is ready to use.
Shadow casts Shadow Flames.
Shadow hits Hermarr for 65 fire damage.
Hermarr the level 16 dwarf bulwark was boiled to death by a shadow on level 3 of Scintillating Caves.















































































