












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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:
Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. 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 | 14 / 26% |
| Size | medium |
| Lifes / Deaths | Killed by Layewyn the large white snake at level 14 on the 27th Profit 122nd year of Ascendancy at 03:42 / 1 |
Primary Stats
| Strength | 46 (base 40) |
| Dexterity | 23 (base 22) |
| Constitution | 22 (base 19) |
| Magic | 11 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 21 (base 10) |
Resources
| Life | -16/616 |
| Stamina | 62/161 |
| Healing Factor | 1.1024166372473 |
| Regeneration | 0.27560415931181 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 21.970039208598 |
| See Invisible | 21.970039208598 |
Offense: Mainhand
| Damage | 62 |
| Accuracy | 37 |
| Crit Chance | 6% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +11% |
| Temporal | +3% |
| Fire | +11% |
| Arcane | +10% |
| Cold | +3% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
| Fire | +25% |
| Temporal | +5% |
Defense: Base
| Armour (hardiness) | 45.723073231957 (96.438666929426%) |
| Defense | 10 |
| Ranged Defense | 10 |
| Fatigue | 23 |
| Physical Save | 25 |
| Spell Save | 14 |
| Mental Save | 14 |
Defense: Resistances
| Arcane | + 15%( 70%) |
| Mind | + 3%( 70%) |
| All | 0%( 70%) |
| Lightning | + 43%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 8%( 70%) |
| Darkness | + 3%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 31% |
| Pinning Resistance | 21% |
| Poison Resistance | 20% |
| Knockback Resistance | 61% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 230 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 91 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 469% 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 Dexterity stat. |
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 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 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 |
You failed to protect the injured seer from death by Betarinn the giant eel. Escort: injured seer (level 2 of Trollmire) | failed |
You failed to protect the lost sun paladin from death by Belorawyn the large white snake. Escort: lost sun paladin (level 2 of Norgos Lair) | 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. | 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 |
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 within | active |
Equipment
| On feet | Cyradamira the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str dps ---------- On Hit (Melee): * 20% chance to slow global speed by 40% ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +3% darkness +5% arcane Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc 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 | rough leather cap 'Tempestnull' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +3% cold Apr +1 ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning ---------- misc Stam/turn +1.00 Stam/ret +0.70 Equi/ret +0.80 A cap made of leather. |
| Tool | Arumina the Floetrail [power 25] (12/22 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +5.00% ----- def ----- Disarm- +10% Def/telep +5 Res/telep +5% Dur/telep +5% Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 22 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Scabknave0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire Melee Ret 2 nature ----- def ----- Resists +22% fire +3% nature +6% light ---------- misc Infravis +1 Rings make your fingers look great! |
| On fingers | Hathilathazilasus the Charimmortal0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Cun +3 Mag dps ---------- Spell.pwr +7 (+4 eff.) Dmg.mod +10% arcane +3% temporal Res.pen +5% temporal +10% fire Melee Ret 2 temporal ----- def ----- Resists +10% arcane +3% temporal Max.HP +30.00 Disarm- +21% Pinning- +22% Knockbk- +21% Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | thought-forged iron waraxe of phasing (13-18 power, 8 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane/Psionic Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +3.5% Atk.spd 100% Phasing +10% Melee+ +6 mind On Hit: * 11% chance to reduce all saves and defense by 15 While equipped: Stats +1 Cun +2 Wil One-handed war axes. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| In off hand | reinforced steel shield of lightning resistance (+17%) (0 def, 6 armour, 17-20 power, 63 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 17.0 - 20.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +63 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +17% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Cinderfoe' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex dps ---------- Dmg.mod +6% nature Res.pen +10% mind +15% fire Acc +3 (+2 eff.) Apr +4 Melee Ret 4 fire ----- def ----- Defense +1 (+1 eff.) Resists +3% mind 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 iron plate armour of lightning resistance (0 def, 14 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +14 Fatigue +22% Resists +15% lightning A suit of armour made of metal plates. |
Inventory
movement infusion of the duelist (speed 486%; cd 17)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd 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. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
marksman's copper ring of arcana (+0.12/turn)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) ----- def ----- Silence- +21% ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
slime-covered steel battleaxe of massacre (28-42 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Disrupt/Master Power 28.0 - 42.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 7% chance to slow global speed by 40% Massive two-handed battleaxes. |
steel dagger of erosion (12-15 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Nature Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 nature Sharp, short and deadly. |
warbringer's iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Master Power 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +6% physical ----- def ----- Disarm- +12% Sharp, short and deadly. |
Surefire4.0 T1 longbow 2H weapon Reqs Shoot [Unique] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+5 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
iron longsword (13-18 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
iron mace (12-17 power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
rough leather sling 'Adaradhekira'4.0 T1 sling 1H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +5 lightning +8 mind While equipped: dps ---------- Dmg.mod +10% lightning On Hit (Ranged): * 10% chance to reduce all saves and defense by 15 ----- def ----- Resists +3% acid Mind.save +9 (+7 eff.) ---------- misc Light +3 Slings are used to hurl stones or metal shots at your foes. |
Kor's Fall (10-12 power, 0 apr, fire element)5.0 T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+4 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 74.50 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (148). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Xanuldathra the Phlegmbraid (10-12 power, 2 apr, light element)5.0 T1 staff 2H weapon [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Cun +2 Mag dps ---------- Spell.crit +1% Spell.pwr +3 (+2 eff.) Dmg.mod +10% light Res.pen +10% nature +15% mind Melee Ret 4 nature ----- def ----- Defense +6 (+6 eff.) ---------- misc Hate/m.crit +1.00 Light +3 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 43.89 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. |
lifebinding elm magestaff (10-12 power, 2 apr, cold element)5.0 T1 staff 2H weapon [Ego+] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Spell.crit +1% Spell.pwr +7 (+4 eff.) Dmg.mod +10% cold ----- def ----- HP.reg +0.60 Heal.mod +11% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Alubers the iron waraxe (11-15 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Dex +2 Wil +3 Con dps ---------- Res.pen +20% acid +6% physical Acc +6 (+3 eff.) Apr +6 One-handed war axes. |
cleansing rough leather belt of the giants1.0 T1 belt armor [Ego] Disrupt/Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Resists +5% acid +6% blight Spell.save +6 (+6 eff.) ---------- misc Size +1 A belt that goes around your waist. |
linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +1 Mag +2 Wil ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe of life (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +6% blight +7% all Max.HP +44.00 HP.reg +1.90 Heal.mod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Belinne (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Wil dps ---------- Spell.crit +6% Dmg.mod +3% blight Res.pen +10% blight ----- def ----- Armour +5 Fatigue +2% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Layomiriamina (0 def, 4 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +4 Fatigue +2% Resists +3% light +6% darkness ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Splendourmistress' (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +4 (+3 eff.) Res.pen +5% light +15% temporal ----- def ----- Armour +1 Resists +6% fire +6% light +3% temporal ---------- misc Light +1 A pair of boots made of leather. |
pair of rough leather boots 'Ulfirek' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Mag dps ---------- Dmg.mod +3% arcane +6% mind Res.pen +25% blight ----- def ----- Armour +1 Resists +6% lightning +5% temporal +6% mind A pair of boots made of leather. |
scholar's pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+3 eff.) ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
restful rough leather gloves of butchering (0 def, 1 armour)1.0 T1 hands armor [Ego+] Disrupt/Psionic While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Acc +5 (+3 eff.) Apr +6 ----- def ----- Armour +1 Resists +6% blight Spell.save +9 (+7 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +11.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aeryrelaith the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +1 Str +2 Mag dps ---------- Crit.mult +15.00% Dmg.mod +10% temporal ----- def ----- Defense +1 (+1 eff.) Resists +10% temporal ---------- misc Psi/ret +0.08 Hate/m.crit +1.00 Max.psi +10.00 A pointy cloth hat, very wizardly... |
Arthorand (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Dmg.mod +15% acid +11% cold ----- def ----- Defense +1 (+1 eff.) Resists +6% acid +16% cold ---------- misc Equi/ret +0.04 A pointy cloth hat, very wizardly... |
Betiyana the Flashsage (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% mind +6% fire ----- def ----- Armour +1 Fatigue +1% Crit.chn- 5.00% Phys.save +10 (+5 eff.) ---------- misc Max.psi +40.00 Infravis +2 A cap made of leather. |
Tarrykan the Sparkrazor (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% mind Res.pen +5% mind +5% lightning Melee Ret 8 nature On Hit (Melee): * 10% chance to slow global speed by 40% ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% fire +6% cold A cap made of leather. |
linen wizard hat 'Yaradondil' (6 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +9% arcane ----- def ----- Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +3 (+3 eff.) Heal.mod +15% Silence- +20% A pointy cloth hat, very wizardly... |
linen wizard hat of madness (1 def, 0 armour)2.0 T1 head armor [Ego+] Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +5% ----- def ----- Defense +1 (+1 eff.) Mind.save +12 (+9 eff.) Hateful Whisper: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 58 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 25% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
steel mail armour of acid resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +18% acid A suit of armour made of mail. |
cleansing cured leather armour of acid resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +15% acid +10% nature +11% blight A suit of armour made of leather. |
rough leather armour 'Quenchbrace' (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid Res.pen +25% nature Melee Ret 2 cold On Hit (Melee): * 20% chance to reduce armor by 20% ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +3% cold +5% physical Phys.save +11 (+5 eff.) A suit of armour made of leather. |
iron plate armour (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Normal] While equipped: ----- def ----- Armour +7 Fatigue +22% A suit of armour made of metal plates. |
iron plate armour 'Winterqueller' (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid +3% cold Res.pen +5% acid +5% cold Melee Ret 2 cold ----- def ----- Armour +7 Fatigue +22% Resists +12% darkness +15% cold A suit of armour made of metal plates. |
iron shield (0 def, 2 armour, 8-10 power, 15.5 block)7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 8.5 - 10.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +15 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
shocking iron shield (0 def, 2 armour, 10-12 power, 21.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 10.0 - 12.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +21 While equipped: dps ---------- Melee+ 5 lightning Melee Ret 1 lightning ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
2 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. |
63 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Zanorion2.0 T1 lite [Rare] Disrupt While equipped: Stats +1 Dex ----- def ----- Resists +3% acid +3% temporal +3% all Spell.save +5 (+5 eff.) HP.reg +2.00 Stun/Frz- +20% Teleport- +20% ---------- 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. |
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. |
brass lantern of focus2.0 T1 lite [Ego] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind ---------- 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. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Heal.mod +10% ---------- 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 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 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. |
Oletar [power 380] (12/13 cooldown)2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Res.pen +5% temporal ----- def ----- Armour +6 Resists +9% light HP.reg +2.00 Sting an enemy dealing 421 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to heal for 54. 100% to increase the duration of 2 beneficial effects by 1. 100% to reduce fatigue by 32% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
ash wand of lightning storm 'Relgizilagen' [power 188] (12/13 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +15% blight Res.pen +10% blight Melee Ret 2 blight ---------- misc Wards +3 acid +3 light +4 darkness +3 arcane Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 37 lightning damage and will be dazed for 1 turn (188 total damage) Puts all charms on 13 cooldown 100% to increase all damage penetration by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
11 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. |
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. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Althjof the Dwarf Bulwark level 10
30th Voratun 122nd year of Ascendancy at 09:45 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Althjof the Dwarf Bulwark level 5
18th Voratun 122nd year of Ascendancy at 09:18 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Althjof the Dwarf Bulwark level 10
30th Voratun 122nd year of Ascendancy at 09:58 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Althjof the Dwarf Bulwark level 10
1st Acquisition 122nd year of Ascendancy at 03:20 see stats
Log
Althjof wanders around!
Talent Shield Pummel is ready to use.
Talent Rush is ready to use.
Melee retaliation hits Layewyn the large white snake for 0 temporal, 1 fire, 1 nature (4 total damage).
Layewyn the large white snake hits Althjof for 47 physical, 7 darkness (55 total damage).
Althjof is confused and fails to use Shield Pummel.
Althjof is crippled.
Melee retaliation hits Layewyn the large white snake for 0 temporal, 1 fire, 1 nature (4 total damage).
Layewyn the large white snake hits Althjof for 63 physical, 7 darkness (71 total damage).
Althjof is not stunned anymore.
Althjof has recovered!
Althjof is confused and fails to use Shield Pummel.
Layewyn the large white snake uses Blinding Powder.
Althjof loses sight!
Althjof is disabled.
Layewyn the large white snake hits Althjof for damage.
Talent Infusion: Regeneration is ready to use.
Something hits Althjof for 54 physical, 8 darkness (63 total damage).
Althjof is confused and fails to use Shield Pummel.
Althjof is disarmed!
Something hits Althjof for 98 cold, 8 darkness (106 total damage).
Althjof is not crippled anymore.
Talent Vitality is ready to use.
Althjof is confused and fails to use Infusion: Regeneration.
Something hits Althjof for 57 physical damage.
Althjof the level 14 dwarf bulwark was bludgeoned to death by Layewyn the large white snake on level 3 of Ruins of Kor'Pul.


















































































