











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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:
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 | Anorithil |
| Level / Exp | 12 / 93% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 12 on the 26th Wealth 122nd year of Ascendancy at 06:32 / 1 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 35 (base 37) |
| Willpower | 17 (base 10) |
| Cunning | 35 (base 28) |
Resources
| Life | -66/456 |
| Positive | 49/83 |
| Negative | 8/83 |
| Healing Factor | 1.2645771506545 |
| Regeneration | 5.753826035478 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 16 |
| Accuracy | 20 |
| Crit Chance | 10% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Light | +13% |
| Darkness | +6% |
Offense: Damage Penetration
| Cold | +5% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 3 |
| Physical Save | 21 |
| Spell Save | 22 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Nature | + 6%( 70%) |
| Cold | + 24%( 70%) |
| Blight | + 12%( 70%) |
| Mind | + 6%( 70%) |
| Fire | + 3%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 426 damage for 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 55 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 113 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Circles | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sunlight | 1.43 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| beneficial effect | The target is surrounded by a magical shield, absorbing 340/340 damage before it crumbles. Damage Shield |
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 |
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 |
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 |
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 giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your 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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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 vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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 within8 lumberjacks have died. | done |
Equipment
| On feet | Turegokhad the Hailthorn (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Damage +3% light +18% acid When Hit 2 acid defense ------ Armor +1 Resistance +6% cold Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +7 (+4 eff.) A pair of boots made of leather. |
| Light source | Wretchbender the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +3 Dex +1 Wil +3 Con offense ------ Ignore resists +5% cold defense ------ Resistance +6% nature Crit Resistance 5.00% 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 | Olutar the linen wizard hat (11 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Spell Crit +2% Spellpower +3 (+2 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 17 defense ------ Defense +11 (+5 eff.) Resistance +9% blight Healmod +10% other ------- Mana/turn +0.13 A pointy cloth hat, very wizardly... |
| Tool | iron torque of gale force [power 100] (14/15 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 100 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | rogue's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
| Around waist | Xerywyn the Duskvein1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) Damage +6% darkness Ignore resists +5% nature defense ------ Resistance +6% mind Physical save +5 (+2 eff.) A belt that goes around your waist. |
| In main hand | Zohad (10-12 power, 2 apr, light element)5.0 Encumbrance T1 staff 2H weapon [Rare] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Cun offense ------ Spell Crit +6% Spellpower +3 (+2 eff.) Damage +10% light defense ------ Resistance +3% blight +3% fire Life +80.00 other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | rough leather gloves of strength (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Str offense ------ Physical Power +5 (+3 eff.) defense ------ Armor +1 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. |
| Main armor | cured leather armour 'Yvena' (6 def, 4 armour)9.0 Encumbrance T2 light armor [Random Unique] Nature/Master While equipped: offense ------ When Hit 8 acid 2 blight On-Hit (Melee): * 10% chance to reduce armor by 27% defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +3% acid +18% cold Life +26.00 Life Regen +4.30 Healmod +11% other ------- Stamina/turn +0.50 A suit of armour made of leather. |
| Cloak | linen cloak of the hunter (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Nature While equipped: offense ------ Accuracy +16 (+8 eff.) defense ------ Defense +1 (+0 eff.) Fatigue -4% Life +40.00 other ------- Max stamina +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet of mastery (0.13 Celestial / Sunlight)0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: other ------- Masteries +0.13 Celestial/Sunlight Amulets make your neck look great! |
Inventory
movement infusion of the duelist (speed 433%; cd 17)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 433% 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. |
shielding rune of the duelist (absorb 88; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 88 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of healing0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Healmod +11% Cut Resist +40% Heal: Puts all charms on 35 turn cooldown Effective talent level: 1.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 136 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
balanced iron mace of phasing (12-16 power, 7 apr)3.0 Encumbrance T1 mace 1H weapon [Ego] Arcane/Master Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +0.5% Attack Speed 100% Ignore Shields +11% While equipped: offense ------ Accuracy +5 (+2 eff.) defense ------ Defense +5 (+2 eff.) Disarm Resist +20% Blunt and deadly. |
iron mace 'Eclipsepain' (12-17 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Rare] Arcane Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-hit +9 cold While equipped: offense ------ Damage +6% darkness Ignore resists +10% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 14% defense ------ Resistance +6% darkness Blunt and deadly. |
Kor's Fall (10-12 power, 0 apr, fire element)5.0 Encumbrance T1 staff 2H weapon [Unique] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+4 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invisibility +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.0 Power cost 6 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 99.11 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% (198). 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. |
cruel elm magestaff of might (10-12 power, 2 apr, lightning element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane/Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +13% Critical power +11.00% Spellpower +3 (+2 eff.) Damage +10% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff (10-12 power, 2 apr, temporal element)5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+2 eff.) Damage +10% temporal other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff 'Mardezor' (10-12 power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +1 Cun offense ------ Spell Crit +6% Critical power +21.00% Spellpower +3 (+2 eff.) Damage +10% darkness +3% acid Ignore resists +10% acid +5% mind other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff (18-22 power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +8 (+4 eff.) Damage +18% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elm starstaff of illumination (10-12 power, 2 apr, light element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane/Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+2 eff.) Damage +10% light defense ------ Defense +6 (+3 eff.) other ------- Mana/turn +0.10 Max mana +31.00 Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 63.11 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. |
Skullcleaver (20-28 power, 4 apr)3.0 Encumbrance T1 waraxe 1H weapon Reqs Str 18 [Unique] Arcane Weapon Damage 20.0 - 28.0 Physical Uses 100% Str 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. |
Boltwisp1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Crit +1.0% Damage +12% lightning defense ------ Defense +9 (+4 eff.) Physical save +6 (+3 eff.) Stealth +5 A belt that goes around your waist. |
Dagyrelen the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) defense ------ Resistance +9% acid +3% nature +5% arcane Physical save +6 (+3 eff.) Spell save +9 (+4 eff.) A belt that goes around your waist. |
nightruned rough leather belt of carrying1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: defense ------ Fatigue -4% Resistance +6% light +5% darkness other ------- Encumbrance +21 A belt that goes around your waist. |
linen cloak 'Glitterglean' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil offense ------ Ignore resists +5% temporal defense ------ Defense +1 (+0 eff.) Resistance +5% arcane +3% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak of protection (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Psionic While equipped: Stats +3 Wil defense ------ Defense +1 (+0 eff.) Spell save +5 (+2 eff.) Mind save +11 (+6 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 (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe of fire (+15%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane/Nature While equipped: offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Damage +10% fire defense ------ Resistance +7% all +15% fire Spell save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Brandglamour (0 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Rare] Psionic While equipped: Stats +3 Wil +3 Cun +4 Con offense ------ Damage +12% fire Ignore resists +10% fire defense ------ Armor +3 Fatigue +2% Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) other ------- See Invisibility +3 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 'Sleetkiller' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% cold Ignore resists +5% cold When Hit 4 lightning 6 cold defense ------ Armor +1 Fatigue -5% Resistance +12% cold Physical save +6 (+3 eff.) other ------- Encumbrance +22 A pair of boots made of leather. |
wanderer's pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Ego+] Master While equipped: Stats +2 Cun +1 Con defense ------ Armor +3 Fatigue +2% Physical save +12 (+6 eff.) Mind save +11 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 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. |
steady rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Psionic While equipped: offense ------ Accuracy +5 (+2 eff.) defense ------ Armor +1 Physical save +5 (+2 eff.) Mind save +6 (+3 eff.) Disarm Resist +23% 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. |
Runoroddakath the Hellnaught (0 def, 3 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Rare] Nature While equipped: Stats +4 Wil offense ------ Mind Crit +1% When Hit 2 acid 6 fire defense ------ Armor +3 Fatigue +5% Resistance +6% cold other ------- Max psi +20.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron shield of winter (0 def, 2 armour, 23 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Wil offense ------ On shield block: * Deals 76 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) defense ------ Armor +2 Fatigue +8% Resistance +10% cold other ------- Talents +1 Block Handheld deflection devices. |
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. |
43 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. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
Cracklehack2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Str +2 Cun +4 Con offense ------ Ignore resists +10% lightning 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. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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 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. |
8 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. |
7 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 Beerd the Dwarf Anorithil level 9
29th Voratun 122nd year of Ascendancy at 04:25 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Beerd the Dwarf Anorithil level 10
2nd Profit 122nd year of Ascendancy at 19:41 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Beerd the Dwarf Anorithil level 6
19th Voratun 122nd year of Ascendancy at 15:19 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Beerd the Dwarf Anorithil level 9
1st Profit 122nd year of Ascendancy at 14:30 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Beerd the Dwarf Anorithil level 12
8th Profit 122nd year of Ascendancy at 08:35 see stats
Log
Shadow casts Fade.
Shadow fades!
Shadow hits Beerd for 57 physical damage.
Shadow hits Beerd for (55 absorbed), 2 fire (2 total damage).
Melee retaliation hits Shadow for 0 acid, 0 blight, 0 light, 0 darkness (0 total damage).
Beerd uses Infusion: Healing.
Beerd receives 143 healing from Infusion: Healing.
Beerd uses his iron torque of gale force!
Beerd hits Shadow for 0 physical damage.
Beerd hits Eilinutha the white worm mass for 100 physical damage.
Beerd hits Rattlesnake for 100 physical damage.
Talent Moonlight Ray is ready to use.
Beerd killed Rattlesnake!
Thorn Grab from Eilinutha the white worm mass hits Beerd for 7 nature damage.
Melee retaliation hits War hound for 12 acid, 2 blight, 12 light, 7 darkness (33 total damage).
War hound hits Beerd for 85 physical damage.
Beerd's defensive darkness area effect hits Shadow for 0 darkness damage.
Beerd's defensive darkness area effect hits Eilinutha the white worm mass for 16 darkness damage.
Beerd's defensive darkness area effect hits Shadow for 0 darkness damage.
Beerd's defensive darkness area effect hits War hound for 16 darkness damage.
Eilinutha the white worm mass envelops Beerd with poison.
Melee retaliation hits Eilinutha the white worm mass for 12 acid, 2 blight, 12 light, 7 darkness, 12 acid, 2 blight, 12 light, 7 darkness (65 total damage).
Eilinutha the white worm mass hits Beerd for 55 mind, 3 lightning, 3 mind, 2 darkness, 3 lightning, 3 mind, 2 darkness (73 total damage).
Shadow casts Shadow Lightning.
Shadow casts Shadow Lightning.
Shadow hits Beerd for 51 lightning damage.
Shadow hits Beerd for 82 lightning damage.
Beerd the level 12 dwarf anorithil was zapped to death by a shadow on level 1 of Trollmire.
A shield forms around Beerd.







































































