











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! 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.
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:
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! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Drem |
| Class | Summoner |
| Level / Exp | 11 / 11% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 15 (base 11) |
| Constitution | 12 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 28 (base 29) |
| Cunning | 36 (base 29) |
Resources
| Life | 322/322 |
| Equilibrium | 18 |
| Healing Factor | 1.0191526171257 |
| Regeneration | 2.2930933885328 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 28.894014938291 |
| See Invisible | 28.894014938291 |
Offense: Mainhand
| Damage | 11 |
| Accuracy | 26 |
| Crit Chance | 10% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 11 |
| Accuracy | 26 |
| Crit Chance | 10% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +9% |
| Lightning | +3% |
| Light | +6% |
| Darkness | +20% |
| Blight | +3% |
| Physical | +10% |
| Fire | +11% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
| Darkness | +20% |
| Mind | +11% |
Defense: Base
| Armour (hardiness) | 9 (30%) |
| Defense | 10 |
| Ranged Defense | 10 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 27 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Blight | + 18%( 70%) |
| Arcane | + 14%( 70%) |
| Mind | + 14%( 70%) |
| All | + 9%( 70%) |
| Darkness | + 41%( 70%) |
| Light | + 14%( 70%) |
| Physical | + 18%( 70%) |
| Lightning | + 14%( 70%) |
| Fire | + 29%( 70%) |
| Nature | + 14%( 70%) |
Defense: Immunities
| Disarm Resistance | 69% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 25% |
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 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Wild-gift / Summoning (distance) | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+11). Continuum Destabilization |
Quests
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. | active |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
Equipment
| On feet | invigorating pair of rough leather boots of disengagement (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego++] Nature/Master While equipped: Stats +2 Cun +3 Dex offense ------ Move Speed +10% defense ------ Armor +1 Fatigue -4% Resistance +10% blight Life +32.00 other ------- Stamina/turn +0.30 Disengage: Puts all charms on 13 turn cooldown Effective talent level: 3.0 Power cost 13 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. It was hardened by the digestive sack. |
| Light source | bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +41.00 other ------- Light +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. |
| On head | clarifying linen wizard hat of fire (+16%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature/Psionic While equipped: Stats +3 Cun offense ------ Damage +11% fire defense ------ Defense +1 (+1 eff.) Resistance +16% fire Mind save +7 (+2 eff.) A pointy cloth hat, very wizardly... |
| On hands | Chomahor the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Nature/Psionic While equipped: offense ------ On-Hit 7 lightning Damage +3% lightning Accuracy +11 (+6 eff.) On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +2 Resistance +6% lightning +5% arcane Physical save +11 (+6 eff.) Mind save +11 (+3 eff.) Disarm Resist +49% 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. |
| Tool | iron torque of gale force 'Offalspawn' [power 105] (13 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Physical Power +5 (+2 eff.) Ignore Armor +3 On-Hit (Melee): * 10% chance to slow global speed by 46% defense ------ Armor +2 other ------- Stamina/turn +3.00 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 116 physical damage Puts all charms on 13 turn cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | warrior's steel ring of clarity0.1 Encumbrance T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Str defense ------ Armor +4 Mind save +5 (+1 eff.) Confus Resist +25% Rings make your fingers look great! |
| On fingers | Unradar the Ashbrawn0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +10% darkness +3% mind defense ------ Resistance +3% fire +20% darkness +6% mind Rings make your fingers look great! |
| Around neck | Gloomhash0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: offense ------ Damage +3% darkness Ignore resists +15% darkness +5% mind defense ------ Fatigue -5% Resistance +9% darkness +3% fire Life Regen +2.00 Amulets make your neck look great! |
| In main hand | mossy mindstar 'Starclamor' (75% power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 75% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) Damage +6% light +6% mind +7% darkness Ignore resists +6% mind +5% darkness defense ------ Resistance +3% acid +6% nature Crit Resistance 5.00% Disarm Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max hate +3.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | nightruned rough leather belt of carrying1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: defense ------ Fatigue -5% Resistance +5% light +6% darkness other ------- Encumbrance +21 A belt that goes around your waist. |
| In off hand | mossy mindstar 'Unlightbraze' (72% power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature Weapon Damage 72% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% On-Hit, radius 1 +16 darkness On-crit, radius 2 +4 darkness While equipped: offense ------ Mind Crit +1% Critical power +5.00% Mindpower +2 (+1 eff.) defense ------ Physical save +3 (+2 eff.) Spell save +3 (+1 eff.) Mind save +3 (+1 eff.) other ------- EQ when Hit +0.60 Max stamina +10.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Silyth (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Cun +1 Con defense ------ Defense +6 (+6 eff.) Physical save +5 (+3 eff.) other ------- Infravision +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Emeloralle the woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: offense ------ Spell Crit +2% Mind Crit +3% Spellpower +2 (+2 eff.) Mindpower +2 (+1 eff.) Damage +3% blight +10% physical Ignore resists +5% blight defense ------ Resistance +10% physical +9% all Spell save +17 (+8 eff.) Mind save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
acidic iron greatsword of crippling (116% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego+] Arcane/Master Weapon Damage 116% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 22 damage over 5 turns and reducing armor and accuracy by 3 While equipped: offense ------ Physical Crit +9.0% Massive two-handed swords. |
iron greatsword of massacre (129% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego] Master Weapon Damage 129% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
enhanced ash longbow4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego+] Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +5 Str +5 Dex +5 Mag +8 Wil +6 Cun +5 Con Longbows are used to shoot arrows at your foes. |
thought-forged steel longsword of massacre (118% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Master/Psionic Weapon Damage 119% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +5 mind On Hit: * 11% chance to reduce all saves and defense by 20 While equipped: Stats +2 Cun +2 Wil Sharp, long, and deadly. |
iron mace of vileness (109% power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego] Arcane Weapon Damage 109% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-hit +6 blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 8 Blunt and deadly. |
slime-covered iron mace (104% power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego] Disrupt Weapon Damage 105% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On Hit: * 6% chance to slow global speed by 46% Blunt and deadly. |
Lightcutter the mossy mindstar (75% power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 75% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% On-hit +4 acid On-Hit, radius 1 +16 acid On-crit, radius 2 +8 acid While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) defense ------ Mind save +2 (+0 eff.) other ------- Max psi +10.00 Light +1 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
blooming mossy mindstar of clarity (72% power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 72% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) defense ------ Mind save +3 (+1 eff.) Healmod +10% Heal-on-summon +10 other ------- Max psi +11.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (77% power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Normal] Nature Weapon Damage 77% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (75% power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Normal] Nature Weapon Damage 75% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
fungal steel steamgun of cold4.0 Encumbrance T2 steamgun 1H weapon Reqs Dex 16 Shoot Steam Pool [Ego] Arcane/Nature/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-ranged-hit +6 cold Uses 2.0 Steam While equipped: Stats +2 Con offense ------ Damage +10% cold other ------- Masteries +0.10 Wild-gift/Fungus Regenerate 60 life over 5 turns Puts all charms on 17 turn cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steady iron steamgun4.0 Encumbrance T1 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Physical Crit +2.0% Accuracy +6 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
enveloping kruk cloak of battle (5 def, 0 armour)2.0 Encumbrance T1 cloak armor [Cosmetic Item] Master While equipped: offense ------ Physical Crit +1.0% Physical Power +1 (+0 eff.) defense ------ Defense +5 (+5 eff.) Fatigue -2% Physical save +6 (+3 eff.) A stylish kruk-style cloak, to look awesome. |
Armogund the Shockminister (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Arcane While equipped: Stats +1 Dex +3 Con offense ------ Damage +11% arcane Ignore resists +5% lightning defense ------ Resistance +7% all Crit Resistance 10.00% Mind save +9 (+3 eff.) Disease Resist +10% Knockbk Resist +10% other ------- Max mana +13.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of light (+18%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Damage +12% light defense ------ Resistance +18% light +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Radhuthel the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +2 Str +4 Mag +2 Con offense ------ Damage +3% blight defense ------ Armor +3 Fatigue +2% Resistance +3% blight +9% cold Life +20.00 Rush: Puts all charms on 22 turn cooldown Effective talent level: 3.0 Power cost 22 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Ego] Nature/Master While equipped: defense ------ Armor +3 Fatigue +2% Resistance +5% lightning +6% temporal other ------- Stamina/turn +0.30 Max stamina +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -4% Physical save +5 (+3 eff.) other ------- Encumbrance +21 A pair of boots made of leather. |
Spellhunt Remnants (1 def, 2 armour)1.5 Encumbrance T1 hands armor Reqs - Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+2 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+1 eff.) Spell save +4 (+2 eff.) Life +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
rough leather gloves 'Hurogasin' (5 def, 3 armour)1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +1 Cun +3 Str offense ------ Critical power +5.00% Physical Power +6 (+3 eff.) Ignore Armor +4 defense ------ Armor +3 Defense +5 (+5 eff.) 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. |
Oleromirim (6 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Wil offense ------ Damage +11% fire Ignore resists +5% physical defense ------ Defense +6 (+6 eff.) Resistance +16% fire Mind save +9 (+3 eff.) A pointy cloth hat, very wizardly... |
grounding linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Defense +1 (+1 eff.) Resistance +5% lightning +6% temporal A pointy cloth hat, very wizardly... |
miner's iron helm of strength (+3) (0 def, 5 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Ego] Master While equipped: Stats +3 Str defense ------ Armor +5 Fatigue +5% other ------- Infravision +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
impenetrable iron mail armour of fire resistance (2 def, 10 armour)14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training [Ego] Master While equipped: defense ------ Armor +10 Defense +2 (+2 eff.) Fatigue +12% Resistance +16% fire A suit of armour made of mail. |
prismatic rough leather armour of fire resistance (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +2 Defense +3 (+3 eff.) Fatigue +6% Resistance +15% fire +10% light +11% darkness A suit of armour made of leather. |
rejuvenating cured leather armour of lightning resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Nature/Master While equipped: defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +7% Resistance +19% lightning Life Regen +2.40 other ------- Stamina/turn +0.70 A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+3 eff.) Fatigue +6% A suit of armour made of leather. |
quiver of ash arrows of accuracy (12/16, 116% power, 7 apr)3.0 Encumbrance T2 arrow ammo Reqs Dex 16 [Ego] Master Weapon Damage 116% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +9 Ignore Armor +7 Critical Rate +1.5% Capacity 16 Arrows are used with bows to pierce your foes to death. |
6 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. |
Armagadar the Rotpassion (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Mindpower +5 (+2 eff.) When Hit 4 nature other ------- Psi when Hit +0.04 Max psi +30.00 Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 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 (+0 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Delilar the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Wil offense ------ Ignore resists +5% mind defense ------ Mind save +9 (+3 eff.) other ------- Hate-on-crit +4.00 Light +3 See Stealth +6 See Invisibility +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
brass lantern 'Hazespar'2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Dex +2 Wil +3 Con defense ------ Resistance +9% cold other ------- Light +6 See Invisibility +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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
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. |
blazing pouch of iron shots of accuracy (18/18, 111% power, 1 apr)3.0 Encumbrance T1 shot ammo [Ego] Nature/Master Weapon Damage 111% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +1 Critical Rate +4.0% Capacity 18 On-ranged-hit +9 fire On-crit, radius 2 +6 fire Shots are used with slings to pummel your foes to death. |
elm wand of conjuration [power 100] (13 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 100 cold damage Puts all charms on 13 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
5 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. |
2 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
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Dremmoner the Drem Summoner level 10
28th Voratun 122nd year of Ascendancy at 03:05 see stats
Log
Dremmoner summons a Minotaur!
Today is the 29th Voratun of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 08:51.
Dremmoner summons a 3-headed hydra!
Dremmoner summons a War Hound!














































































