












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 | 22 / 34% |
| Size | medium |
| Lifes / Deaths | Killed by Betureba the maulotaur at level 22 on the 11st Iron 123rd year of Ascendancy at 09:55 / 1 |
Primary Stats
| Strength | 60 (base 51) |
| Dexterity | 12 (base 12) |
| Constitution | 56 (base 42) |
| Magic | 8 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | 1/928 |
| Stamina | 5/198 |
| Healing Factor | 1.4800460901467 |
| Regeneration | 15.170472424004 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 15.703251193202 |
| See Invisible | 15.703251193202 |
Offense: Mainhand
| Damage | 81 |
| Accuracy | 45 |
| Crit Chance | 13% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Lightning | +12% |
| Darkness | +6% |
| Temporal | +3% |
| Blight | +8% |
| Physical | +13% |
| Cold | +3% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
| Acid | +10% |
| Mind | +15% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 48.723073231957 (96.438666929426%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 28 |
| Physical Save | 58 |
| Spell Save | 24 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 7%( 70%) |
| Physical | + 1%( 70%) |
| Cold | + 15%( 70%) |
| All | 0%( 70%) |
| Darkness | + 3%( 70%) |
| Temporal | + 11%( 70%) |
| Mind | 0%( 70%) |
| Lightning | + 21%( 70%) |
| Fire | + 27%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Disarm Resistance | 21% |
| Stun Resistance | 0% |
| Pinning Resistance | 45% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 85% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 264 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 604% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 108 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical and physical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 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 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 improved physical save by +12. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved physical save by +12. | done |
You failed to protect the lost tinker from death by Ivybeth the giant fire ant. Escort: lost tinker (level 2 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 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed sandworm tooth. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' 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 giant spider spinneret. * '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.' * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed chunk of ghoul flesh. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | Gilyrosus the Rimeoozer (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Dex +2 Cun +2 Con offense ------ Damage +3% cold Accuracy +15 (+5 eff.) defense ------ Armor +1 Resistance +1% physical Crit Resistance 5.00% Physical save +11 (+3 eff.) Mind save +11 (+5 eff.) Unlife -80.00 life A pair of boots made of leather. |
| Light source | Ulfunaridan the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +2 Con offense ------ Damage +9% physical Accuracy +5 (+2 eff.) defense ------ Physical save +6 (+2 eff.) Unlife -60.00 life other ------- Light +6 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 | Lelogen the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Str +3 Con offense ------ Physical Power +5 (+2 eff.) Ignore resists +10% physical Accuracy +15 (+5 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 15 defense ------ Armor +1 Fatigue +1% Physical save +3 (+1 eff.) A cap made of leather. |
| On hands | dwarven-steel gauntlets 'Radhochak' (0 def, 8 armour)1.5 Encumbrance T2 hands armor [Random Unique] Nature/Psionic While equipped: offense ------ On-Hit 10 acid 7 physical Damage +15% acid +4% physical Ignore resists +10% acid On-Hit (Melee): * 10% chance to reduce armor by 13% defense ------ Armor +8 Fatigue +3% Resistance +7% acid Life Regen +3.00 other ------- Stamina/turn +1.00 Max stamina +15.00 Unarmed combat: Weapon Damage 17.5 - 24.5 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-Hit, radius 1 +5 physical On-crit, radius 2 +8 acid +7 physical On Hit: 10% Sand Breath 3 On Hit: 10% Nightmare 3 On Hit: 10% Corrosive Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 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 17 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 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. |
| On fingers | Salurianne the Boltwilter0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ Damage +12% lightning +3% temporal defense ------ Resistance +6% lightning +3% darkness Physical save +6 (+2 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Rings make your fingers look great! |
| On fingers | savior's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +6 (+2 eff.) Spell save +8 (+4 eff.) Mind save +7 (+3 eff.) Life +21.00 Disarm Resist +21% Pinning Resist +21% Knockbk Resist +24% Rings make your fingers look great! |
| Around neck | Umbrafury the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +6% darkness Ignore resists +10% darkness When Hit 4 darkness defense ------ Resistance +6% nature +11% temporal Life Regen +4.00 Healmod +5% Pinning Resist +24% Knockbk Resist +21% 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 | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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 | Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+6 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- 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. |
| Cloak | enveloping linen cloak of Iron Throne (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con defense ------ Defense +6 (+5 eff.) Physical save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Zubimina the steel plate armour (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Random Unique] Nature/Master While equipped: offense ------ Critical power +5.00% Ignore resists +15% mind When Hit 2 temporal defense ------ Armor +9 Fatigue +22% Resistance +15% lightning +17% fire Life +25.00 Life Regen +3.00 Healmod +12% A suit of armour made of metal plates. |
Inventory
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. |
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 140 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
shielding rune of the titan (absorb 320; dur 4; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 320 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- 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... |
copper amulet 'Guvea'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ When Hit 6 blight defense ------ Resistance +6% fire +17% temporal Physical save +9 (+3 eff.) Cut Resist +10% Pinning Resist +22% Stun Resist +10% Knockbk Resist +22% Amulets make your neck look great! |
copper amulet of strength (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Rings make your fingers look great! |
wizard's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Confus Resist +20% Rings make your fingers look great! |
steel mace 'Splendourmaster' (14-19 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Random Unique] Arcane/Master Weapon Damage 13.5 - 18.9 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: * Create an explosion dealing 15 fire damage (1/turn) On Crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +6.0% Physical Power +5 (+2 eff.) Damage +3% blight +7% fire +15% light Ignore resists +11% fire Accuracy +6 (+2 eff.) defense ------ Defense +6 (+5 eff.) Disarm Resist +20% other ------- Light +2 Blunt and deadly. |
rough leather belt 'Heatire'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Str +4 Mag +2 Wil offense ------ Damage +6% fire defense ------ Resistance +6% cold +6% fire +3% temporal other ------- See Invis +3 A belt that goes around your waist. |
rough leather belt 'Nimbusjam'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Cun +4 Mag defense ------ Resistance +12% lightning +6% temporal +3% cold other ------- Light +3 See Invis +3 A belt that goes around your waist. |
rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Barkbolt the pair of rough leather boots (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% light +3% nature defense ------ Armor +3 Resistance +6% blight +9% lightning other ------- Infravision +1 A pair of boots made of leather. |
pair of rough leather boots of strife (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Psionic While equipped: Stats +2 Con +3 Wil offense ------ Mindpower +3 (+1 eff.) Ignore resists +6% physical defense ------ Armor +1 Blindside: Puts all charms on 22 cooldown Effective talent level: 1.0 Power cost 22 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Barkhunger the dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Str +7 Dex offense ------ Damage +12% lightning +9% light Ignore resists +25% light +15% nature defense ------ Armor +4 Fatigue +4% Resistance +6% light +6% nature Skullcracker: Puts all charms on 17 cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 156.5 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed dwarven-steel helm of might (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats +7 Str +4 Con offense ------ Physical Power +3 (+1 eff.) defense ------ Armor +4 Fatigue +4% Skullcracker: Puts all charms on 17 cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 156.5 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed iron helm of dexterity (+4) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +4 Str +3 Dex defense ------ Armor +3 Fatigue +5% Skullcracker: Puts all charms on 17 cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 156.5 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of lightning (+16%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +11% lightning defense ------ Defense +1 (+1 eff.) Resistance +16% lightning A pointy cloth hat, very wizardly... |
rough leather cap 'Morningswift' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ Damage +3% light When Hit 8 mind On-Hit (Melee): * 10% chance to reduce armor by 13% * 10% chance to reduce all saves and defense by 15 defense ------ Armor +1 Fatigue +1% Resistance +3% acid other ------- Light +3 A cap made of leather. |
Brightpyre (0 def, 4 armour, 13-16 power, 40.5 block)7.0 Encumbrance T2 shield armor [Random Unique] Master/Psionic When used to Attack: Weapon Damage 13.0 - 15.6 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.0% Block +40 On-Hit, radius 1 +8 light While equipped: Stats +3 Str +2 Dex offense ------ Damage +3% light Accuracy +7 (+2 eff.) On shield block: * Cause enemies within radius 6 to bleed for 204 physical damage over 5 turns (1/turn) defense ------ Armor +4 Fatigue +8% Resistance +10% mind +6% nature +6% light other ------- Talents +1 Block Handheld deflection devices. |
iron shield 'Silana' (0 def, 8 armour, 10-12 power, 58.5 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 +58 While equipped: offense ------ Mindpower +10 (+5 eff.) defense ------ Armor +8 Fatigue +8% Resistance +16% lightning Mind save +12 (+6 eff.) other ------- Stamina/turn +3.00 Talents +1 Block Handheld deflection devices. |
quiver of ash arrows of corruption (14/14, 20-28 power, 7 apr)3.0 Encumbrance T2 arrow ammo Reqs Dex 16 [Ego+] Arcane Weapon Damage 20.0 - 28.0 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 14 On Hit: 20% Curse of Death 2 Arrows are used with bows to pierce your foes to death. |
7 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. |
350 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +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 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 22 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 41.46 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 41.46 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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.(66 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Dagelathazor'2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Critical power +10.00% Damage +6% mind Accuracy +20 (+7 eff.) Ignore Armor +1 defense ------ Mind save +3 (+1 eff.) other ------- Max hate +2.00 Light +6 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. |
brass lantern 'Glimmerbrawn'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: defense ------ Resistance +12% blight +3% temporal +3% light +6% lightning Mind save +5 (+2 eff.) other ------- Light +3 See Stealth +8 See Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+5 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 (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Uradunachik [power 100] (13 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: defense ------ Armor +2 Resistance +3% temporal +6% cold Disarm Resist +20% Stun Resist +20% Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Venomvault [power 122] (13 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Damage +3% nature +9% acid When Hit 2 nature other ------- See Invis +6 Sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
elm wand of clairvoyance [power 9] (13 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 32 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 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. |
3 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. |
5 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
4th Loss 122nd year of Ascendancy at 20:31 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Hermarr the Dwarf Bulwark level 10
16th Dearth 122nd year of Ascendancy at 05:23 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Hermarr the Dwarf Bulwark level 20
8th Shortage 122nd year of Ascendancy at 00:21 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Hermarr the Dwarf Bulwark level 6
19th Voratun 122nd year of Ascendancy at 09:19 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Hermarr the Dwarf Bulwark level 10
16th Dearth 122nd year of Ascendancy at 22:56 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Hermarr the Dwarf Bulwark level 13
43rd Dearth 122nd year of Ascendancy at 02:40 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Hermarr the Dwarf Bulwark level 17
19th Loss 122nd year of Ascendancy at 09:26 see stats
Log
Hermarr uses Block.
Betureba the maulotaur performs a melee critical strike against Hermarr!
A wave of icy water sprays out from Hermarr towards Betureba the maulotaur!
A wave of icy water sprays out from Hermarr towards Betureba the maulotaur!
Hermarr instinctively hardens his skin and ignores the attack!
Hermarr repels an attack from Betureba the maulotaur.
Hermarr hits Betureba the maulotaur for 20 cold, 20 cold (39 total damage).
Melee retaliation hits Betureba the maulotaur for 1 temporal, 3 darkness (4 total damage).
Betureba the maulotaur hits Hermarr for (52 blocked), 0 physical, (2 blocked), 0 darkness, (3 blocked), 0 arcane, 2 mind (2 total damage).
A wave of icy water sprays out from Hermarr towards Betureba the maulotaur!
Hermarr hits Betureba the maulotaur for 19 cold damage.
Burning from Betureba the maulotaur hits Hermarr for (4 blocked), 0 fire (0 total damage).
A wave of icy water sprays out from Hermarr towards Betureba the maulotaur!
A wave of icy water sprays out from Hermarr towards Betureba the maulotaur!
A wave of icy water sprays out from Hermarr towards Betureba the maulotaur!
Hermarr instinctively hardens his skin and ignores the attack!
Hermarr repels an attack from Betureba the maulotaur.
Hermarr hits Betureba the maulotaur for 19 cold, 19 cold, 19 cold (57 total damage).
Melee retaliation hits Betureba the maulotaur for 1 temporal, 3 darkness (4 total damage).
Betureba the maulotaur hits Hermarr for (25 blocked), 0 physical, (2 blocked), 0 darkness, (4 blocked), 0 arcane, 2 mind (2 total damage).
You cannot currently leave the level.
Betureba the maulotaur's armor corrodes!
Hermarr steals life from Betureba the maulotaur!
Hermarr hits Betureba the maulotaur for 19 blight, 62 physical, 8 acid, 5 physical (93 total damage).
Betureba the maulotaur deactivates True Grit.
Melee retaliation hits Betureba the maulotaur for 2 temporal, 4 darkness, 2 temporal, 4 darkness (13 total damage).
Betureba the maulotaur hits Hermarr for 31 physical, 2 darkness, 4 arcane, 2 mind, 13 physical (52 total damage).
Hermarr the level 22 dwarf bulwark was squished to death by Betureba the maulotaur on level 1 of The Maze.
Betureba the maulotaur prepares for the next kill!


















































































