














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! 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. 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:
OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. 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:
Possessor Bonus Class 1.7.4Donators/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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Halfling |
| Class | Psyshot |
| Level / Exp | 14 / 22% |
| Size | small |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 1 (base 10) |
| Dexterity | 36 (base 25) |
| Constitution | 1 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 29 (base 16) |
| Cunning | 56 (base 40) |
Resources
| Life | -31/251 |
| Steam | 100/100 |
| Equilibrium | 0 |
| Psi | 104/109 |
| Healing Factor | 1.0278522914819 |
| Regeneration | 2.8265938015752 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 46 |
| Crit Chance | 19% |
| APR | 1 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 21 |
| Accuracy | 43 |
| Crit Chance | 18% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 6 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Light | +6% |
| Cold | +27% |
| Physical | +3% |
| Mind | +23% |
| Fire | +11% |
Offense: Damage Penetration
| Acid | +5% |
| Mind | +5% |
| Blight | +5% |
| Physical | +15% |
| Fire | +15% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 24 (38.594633868923%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 0 |
| Physical Save | 1 |
| Spell Save | 15 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 40%( 70%) |
| Blight | + 19%( 70%) |
| Cold | + 60%( 70%) |
| All | + 14%( 70%) |
| Lightning | + 33%( 70%) |
| Temporal | + 24%( 70%) |
| Mind | + 29%( 70%) |
| Fire | + 35%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Disarm Resistance | 60% |
| Bleed Resistance | 40% |
| Instadeath Resistance | 100% |
| Stun Resistance | 25% |
| Poison Resistance | 40% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 96% efficiency and cooldown mod of 61%. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 549% 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 Magic stat. |
Class Talents
| Steamtech / Psytech gunnery | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Gestalt |
| talent | Molten Iron Blood |
| beneficial effect | Steampower increased by 6. Gestalt |
| detrimental effect | The target is infected by a disease, reducing its strength by 13 and doing 46.36 blight damage per turn. Weakness Disease |
| detrimental effect | The target is infected by a disease, reducing its constitution by 20 and doing 33.13 blight damage per turn. Rotting Disease |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 15 defense. Evasion |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| On feet | pair of iron boots 'Gorath' (0 def, 9 armour) 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Ignore resists +5% blight +5% acid defense ------ Armor +9 Fatigue +2% Resistance +3% acid +6% fire +6% cold Poison Resist +20% other ------- Talents +1 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | thought-forged pouch of iron shots of accuracy (17/17, 108% power, 1 apr) 3.0 Encumbrance T1 shot ammo [Ego] Master/Psionic Weapon Damage 108% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +1 Critical Rate +4.0% Capacity 17 Auto Reload 6 On-ranged-hit +6 mind On Hit: * 11% chance to reduce all saves and defense by 24 While equipped: other ------- Talents +1 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern 'Mayubeth'2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Damage +3% mind Ignore resists +10% physical When Hit 12 fire defense ------ Defense +5 (+2 eff.) Resistance +6% mind +5% fire other ------- Max stamina +10.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | rough leather hat 'Kilnnail' (0 def, 1 armour) 2.0 Encumbrance T1 head armor [Rare] Disrupt While equipped: Stats +4 Cun offense ------ Damage +3% mind +6% fire Ignore resists +5% nature +15% fire defense ------ Armor +1 Fatigue +1% Resistance +6% blight +3% fire +6% nature Mind save +6 (+3 eff.) A hat made of leather. Very stylish. |
| On hands | Flamewrought (0 def, 2 armour) 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Disarm Resist +60% other ------- Talents +1 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 50.09 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | iron torque of psionic shield [power 25] (15/25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | warrior's steel ring of the mind (+11%)0.1 Encumbrance T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Str offense ------ Damage +11% mind defense ------ Armor +4 Resistance +11% mind Rings make your fingers look great! |
| On fingers | copper ring 'Emelyrath'0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Dex +3 Wil offense ------ Physical Power +10 (+5 eff.) Damage +6% mind defense ------ Armor +4 Defense +5 (+2 eff.) Mind save +6 (+3 eff.) Rings make your fingers look great! |
| Around neck | Kindlesear the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Wil offense ------ Damage +6% light When Hit 4 acid defense ------ Resistance +16% lightning +9% acid Healmod +14% Cut Resist +40% Stun Resist +25% Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.0 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 253 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | Flashpoint 4.0 Encumbrance T1 steamgun 1H weapon [Unique] Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Attack Speed 100% Damage Multiplier 130% Range +5 Projectile Speed +600% On-Hit, radius 1 +14 20% chance of physical repulsion Uses 2.0 Steam While equipped: offense ------ On-Ranged-Hit 10 fire burn "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" |
| Around waist | Runylen the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Armor +4 Resistance +6% lightning +6% temporal +6% cold +3% acid Unlife -60.00 life Poison Resist +20% A belt that goes around your waist. |
| In off hand | Bokunik the mossy mindstar (75% power, 14 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature 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 +14 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) Ignore resists +5% physical defense ------ Resistance +6% temporal Life +13.00 Life Regen +2.50 Blind Resist +10% 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. |
| Cloak | Rimewasp the linen cloak (1 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +5 Cun +1 Wil offense ------ Damage +3% physical +3% cold defense ------ Defense +1 (+0 eff.) Resistance +5% nature +5% cold Crit Resistance 5.00% Life +30.00 other ------- Stamina/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Xerylaith the woollen robe (0 def, 0 armour) 2.0 Encumbrance T2 cloth armor [Random Unique] Nature While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con offense ------ Damage +10% acid +24% cold Ignore resists +5% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 24 defense ------ Resistance +15% acid +36% cold +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the sneak (heal 179; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 179 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 3; phase 17; cd 10)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 3 Cooldown: 10 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 17%, your defense is increased by 17 and all your resistances by 17%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 34; cd 20)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 34 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Bulen the Lightningtooth0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: offense ------ Ignore resists +10% mind +15% lightning defense ------ Resistance +9% acid +12% lightning other ------- Masteries +0.12 Steamtech/Blacksmith Amulets make your neck look great! |
warrior's copper ring of fire (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Damage +11% fire defense ------ Armor +6 Resistance +22% fire Rings make your fingers look great! |
Radhezilarak the Pussweeper (111% power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon Reqs Str 11 [Rare] Arcane Weapon Damage 111% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-hit +7 cold On-Hit, radius 1 +8 temporal While equipped: offense ------ When Hit 2 temporal defense ------ Resistance +3% cold +6% nature +3% temporal Massive two-handed battleaxes. |
steel battleaxe of massacre (136% power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Ego] Master Weapon Damage 137% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% Massive two-handed battleaxes. |
Pusparry the iron greatmaul (120% power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon Reqs Str 11 [Rare] Master Weapon Damage 121% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On Critical: * Wound the target dealing 132 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +9.0% Physical Power +9 (+4 eff.) On-Hit (Melee): * 20% chance to slow global speed by 50% defense ------ Armor +2 Healmod +10% Knockbk Resist +20% Massive two-handed mauls. |
Getiyon (115% power, 2 apr)3.0 Encumbrance T1 greatsword 2H weapon Reqs Str 11 [Rare] Disrupt Weapon Damage 115% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +16 physical On Hit: * 17 arcane resource burn While equipped: Stats +1 Str offense ------ Mind Crit +2% Critical power +5.00% Damage +12% physical Massive two-handed swords. |
Adeta the Undeathedge (104% power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon Reqs Str 11 [Rare] Arcane Weapon Damage 105% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On Hit: * 20% chance to slow global speed by 50% * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +1 Str +3 Dex +4 Cun +2 Con Sharp, long, and deadly. |
steel longsword 'Velemina' (116% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Random Unique] Arcane Weapon Damage 116% 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, radius 1 +6 fire On Hit: * Create an explosion dealing 15 fire damage (1/turn) On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: offense ------ Spell Crit +1% Damage +3% arcane +9% fire Ignore resists +5% fire Ignore Shields +30% defense ------ Spell save +3 (+3 eff.) other ------- Mana/turn +0.08 Sharp, long, and deadly. |
thought-forged iron longsword of dampening (104% power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon Reqs Str 11 [Ego] Disrupt/Psionic Weapon Damage 105% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +5 mind On Hit: * 13% chance to reduce all saves and defense by 24 While equipped: Stats +1 Cun +2 Wil defense ------ Resistance +8% acid +7% lightning +7% cold +8% fire +3% all Spell save +6 (+5 eff.) Sharp, long, and deadly. |
Hathohir the elm magestaff (100% power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon [Rare] Master Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical 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 Wil offense ------ Spell Crit +7% Critical power +11.00% Spellpower +3 (+2 eff.) Damage +9% blight +10% fire Ignore resists +15% blight +20% mind other ------- EQ when Hit +0.08 Psi when Hit +0.04 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff (100% power, 2 apr, blight element)5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical 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% blight other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +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. |
pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +1 A pair of boots made of leather. |
pair of rough leather boots 'Murkblight' (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Damage +9% blight Ignore resists +10% darkness defense ------ Armor +3 Resistance +2% physical Silence Resist +22% Confus Resist +22% Stun Resist +21% other ------- Mana/turn +0.04 Mana-on-crit +1.00 Max mana +20.00 A pair of boots made of leather. |
traveler's pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue -3% Physical save +6 (+6 eff.) other ------- Encumbrance +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spellhunt Remnants (1 def, 2 armour)1.5 Encumbrance T1 hands armor [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 (+0 eff.) Spell save +4 (+4 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. |
Brodiletar the Pitchoath (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Critical power +5.00% Ignore resists +10% temporal +10% darkness +15% mind On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +6% temporal A cap made of leather. |
Erelurath the Infernobraze (0 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Spellpower +5 (+2 eff.) When Hit 4 blight 4 fire defense ------ Armor +3 Fatigue +1% Resistance +6% mind other ------- Max mana +20.00 Infravision +2 A cap made of leather. |
Prismradiance the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Str +3 Mag +2 Wil +2 Con offense ------ Ignore resists +10% temporal defense ------ Armor +1 Fatigue +1% other ------- Stamina when Hit +0.90 EQ when Hit +0.90 Light +1 A cap made of leather. |
cleansing iron mail armour of fire resistance (2 def, 4 armour)14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training Str 14 [Ego] Disrupt/Master While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +10% blight +16% fire +11% nature A suit of armour made of mail. |
steel mail armour 'Delogoran' (2 def, 11 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Random Unique] Master/Psionic While equipped: offense ------ Damage +3% mind On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +11 Defense +2 (+1 eff.) Fatigue +7% Resistance +14% mind +3% temporal Physical save +5 (+5 eff.) Mind save +24 (+11 eff.) A suit of armour made of mail. |
living steel shield (0 def, 4 armour, 40 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +4 Fatigue +8% Resistance +10% nature +10% blight Life +20.00 other ------- Talents +1 Block Handheld deflection devices. |
4 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. |
65 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. |
miner's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern 'Polonn'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Cun +4 Wil offense ------ Damage +9% mind defense ------ Resistance +6% light other ------- EQ when Hit +0.04 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. |
bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +45.00 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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. |
simple frost salve [power 11] simple frost salve [power 11]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 134] simple healing salve [power 134]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 134 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
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. |
Eminn the ash totem of summon tentacle [power 155] (15/25 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +6% lightning Cut Resist +10% Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 384 Base Damage: 155 Armor: 2 All Resist: 0 Puts all charms on 25 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 Merixia the Halfling Psyshot level 10
10th Flare 122nd year of Ascendancy at 03:32 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Merixia the Halfling Psyshot level 10
8th Mirth 122nd year of Ascendancy at 16:19 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Merixia the Halfling Psyshot level 7
79th Pyre 122nd year of Ascendancy at 00:24 see stats
Log
Something hits Merixia for (25 flat reduction), 93 blight (93 total damage).
Vaporous Step is still on cooldown for 7 turns.
Merixia uses Infusion: Movement.
Merixia is moving at extreme speed!
Merixia is not affected anymore by the salve.
Talent Psyshot is ready to use.
Weakness Disease from Elven cultist hits Merixia for (25 flat reduction), 26 blight (26 total damage).
Rotting Disease from Elven cultist hits Merixia for (25 flat reduction), 11 blight (11 total damage).
Decrepitude Disease from Elven cultist hits Merixia for (25 flat reduction), 11 blight (11 total damage).
Merixia deflects the projectile from Something but fumbles!
Merixia slows down.
Merixia is free from the decrepitude disease.
Rotting Disease from Elven cultist hits Merixia for 36 blight damage.
Weakness Disease from Elven cultist hits Merixia for 51 blight damage.
Rotting Disease from Elven cultist hits Merixia for 36 blight damage.
Weakness Disease from Elven cultist hits Merixia for 51 blight damage.
Merixia receives 102 healing.
Rotting Disease from Elven cultist hits Merixia for 29 blight damage.
Weakness Disease from Elven cultist hits Merixia for 41 blight damage.
Rotting Disease from Elven cultist hits Merixia for 29 blight damage.
Weakness Disease from Elven cultist hits Merixia for 41 blight damage.
A psionic shield forms around Merixia.

































































































