











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 | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 13 / 94% |
| Size | big |
| Lifes / Deaths | Killed by cold drake hatchling at level 8 on the 17th Profit 122nd year of Ascendancy at 14:00 0 / 4Killed by Veleriaba the snow giant chieftain at level 9 on the 19th Profit 122nd year of Ascendancy at 05:32 Killed by Veleriaba the snow giant chieftain at level 9 on the 19th Profit 122nd year of Ascendancy at 06:01 Killed by Horned Horror at level 13 on the 11st Dearth 122nd year of Ascendancy at 18:06 |
Primary Stats
| Strength | 40 (base 34) |
| Dexterity | 22 (base 16) |
| Constitution | 29 (base 23) |
| Magic | 12 (base 10) |
| Willpower | 28 (base 10) |
| Cunning | 26 (base 12) |
Resources
| Life | 459/459 |
| Stamina | 181/181 |
| Healing Factor | 1.1524687383468 |
| Regeneration | 6.063480109524 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 30.602579952692 |
| See Invisible | 30.602579952692 |
Offense: Mainhand
| Damage | 72 |
| Accuracy | 27 |
| Crit Chance | 8% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +3% |
| Darkness | +6% |
| Fire | +11% |
| Nature | +5% |
Offense: Damage Penetration
| Blight | +15% |
Defense: Base
| Armour (hardiness) | 29.08934837382 (81.151787968034%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 21 |
| Physical Save | 30 |
| Spell Save | 28 |
| Mental Save | 30 |
Defense: Resistances
| Lightning | + 12%( 70%) |
| Physical | + 2%( 70%) |
| Temporal | + 6%( 70%) |
| Nature | + 10%( 70%) |
| Arcane | + 5%( 70%) |
| Fire | + 37%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 22% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 510% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 196 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Superiority | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed orc heart. * '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.' | active |
Equipment
| On feet | pair of iron boots 'Dairydehor' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Ignore resists +15% blight defense ------ Armor +3 Fatigue -2% Resistance +5% arcane +2% physical Physical save +6 (+3 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Encumbrance +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Emeladalaith'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Physical Power +15 (+5 eff.) Ignore Armor +3 When Hit 2 physical defense ------ Mind save +5 (+3 eff.) other ------- Light +3 See Stealth +6 See Invisibility +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 | Bygen (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Dex +3 Wil +3 Cun +1 Con offense ------ Mindpower +4 (+2 eff.) Ignore Shields +30% defense ------ Armor +1 Fatigue +1% other ------- Max mana +20.00 A cap made of leather. |
| Tool | iron torque of psionic shield [power 23] (20/25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Woe's kiss0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% fire When Hit 2 darkness defense ------ Resistance +3% temporal +22% fire Physical save +6 (+3 eff.) Blind Resist +10% Rings make your fingers look great! |
| On fingers | Darkreaper the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +1 Str +4 Mag offense ------ Damage +6% darkness When Hit 6 darkness defense ------ Resistance +3% fire Crit Resistance 10.00% Mind save +7 (+4 eff.) Confus Resist +20% Rings make your fingers look great! |
| Around waist | rough leather belt of the giants1.0 Encumbrance T1 belt armor [Ego] Master While equipped: offense ------ Physical Power +2 (+0 eff.) defense ------ Spell save +6 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
| In main hand | thought-forged dwarven-steel greatsword of erosion (35-56 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego] Nature/Psionic Weapon Damage 35.0 - 56.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +12 nature +20 mind On Hit: * 14% chance to reduce all saves and defense by 19 While equipped: Stats +3 Cun +3 Wil Massive two-handed swords. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Main armor | Belana the steel plate armour (8 def, 14 armour)17.0 Encumbrance T2 massive armor [Rare] Psionic While equipped: Stats +2 Cun offense ------ Damage +3% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 19 defense ------ Armor +14 Defense +8 (+4 eff.) Fatigue +22% Resistance +3% temporal +12% fire Mind save +11 (+6 eff.) other ------- Light +2 A suit of armour made of metal plates. |
| Cloak | enveloping linen cloak of Iron Throne (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con defense ------ Defense +7 (+4 eff.) Physical save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding steel amulet of cunning (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun defense ------ Resistance +12% lightning Stun Resist +22% Amulets make your neck look great! |
Inventory
healing infusion of the psychic (heal 123; cd 13)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 123 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
steel amulet 'Delugund'0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Spell Crit +2% Spellpower +20 (+14 eff.) Mindpower +5 (+2 eff.) Ignore resists +5% blight defense ------ Resistance +10% fire +11% cold other ------- Mana/turn +0.04 Amulets make your neck look great! |
copper ring 'Gloomreeve'0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil offense ------ Damage +9% darkness +6% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 19 defense ------ Mind save +6 (+3 eff.) Rings make your fingers look great! |
copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +5 (+3 eff.) Confus Resist +20% Rings make your fingers look great! |
titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Rings make your fingers look great! |
titan's steel ring of luminosity0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Nature While equipped: Stats +4 Con +2 Mag offense ------ On-Hit 16 light On-Ranged-Hit 13 light Damage +11% light defense ------ Physical save +8 (+4 eff.) Rings make your fingers look great! |
balanced steel battleaxe of phasing (21-32 power, 12 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Arcane/Master Weapon Damage 21.0 - 31.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +5.0% Attack Speed 100% Ignore Shields +14% While equipped: offense ------ Accuracy +7 (+4 eff.) defense ------ Defense +9 (+5 eff.) Disarm Resist +28% Massive two-handed battleaxes. |
quick steel dagger of amnesia (14-18 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego++] Master/Psionic Weapon Damage 13.5 - 17.6 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +3 Dex offense ------ Combat Speed +10% Accuracy +9 (+5 eff.) Sharp, short and deadly. |
Duvuzor the iron greatmaul (26-40 power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Master Weapon Damage 26.5 - 39.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% While equipped: Stats +1 Mag defense ------ Defense +5 (+3 eff.) Healmod +20% other ------- Light +2 Massive two-handed mauls. |
balanced dwarven-steel greatsword (34-55 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego] Master Weapon Damage 34.5 - 55.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Accuracy +7 (+4 eff.) defense ------ Defense +10 (+5 eff.) Disarm Resist +35% Massive two-handed swords. |
flaming steel greatsword of massacre (34-54 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Arcane/Master Weapon Damage 34.0 - 54.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +12 fire Massive two-handed swords. |
hateful steel greatsword of crippling (24-38 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Master/Psionic Weapon Damage 23.5 - 37.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +9 darkness Damage Against +7% Living On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% Massive two-handed swords. |
Curesmasher (24-34 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Arcane/Master Weapon Damage 24.0 - 33.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +5 temporal On-Hit, radius 1 +4 acid On Hit: * 20% chance to slow global speed by 45% * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: defense ------ Resistance +3% nature +7% temporal Sharp, long, and deadly. |
Oligar the steel longsword (13-18 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Arcane Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +7 cold On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 25% chance for lightning to strike from the target to a second target dealing 15 damage On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +1 Dex defense ------ Armor +4 Defense +5 (+3 eff.) Sharp, long, and deadly. |
Glolegamira the Tundrawish (28-38 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Rare] Psionic Weapon Damage 27.5 - 38.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +5 darkness Damage Against +5% Living While equipped: Stats +3 Str +3 Dex offense ------ Physical Power +10 (+3 eff.) Ignore resists +5% cold Ignore Armor +3 Blunt and deadly. |
projecting mossy mindstar of disruption (2-2 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego++] Nature/Disrupt/Psionic Weapon Damage 2.0 - 2.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% Damage Against +8% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) Damage +8% lightning +6% fire +8% cold other ------- Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection 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. |
short ash starstaff of channeling (15-18 power, 3 apr, temporal element)5.0 Encumbrance T2 staff 1H weapon Reqs Mag 16 [Ego+] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +16 (+12 eff.) Damage +15% temporal other ------- Mana/turn +0.12 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
balanced steel waraxe of erosion (13-18 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Nature/Master Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +5 nature While equipped: offense ------ Accuracy +7 (+4 eff.) defense ------ Defense +5 (+3 eff.) Disarm Resist +31% One-handed war axes. |
balanced steel waraxe of erosion (14-19 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Nature/Master Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +6 nature While equipped: offense ------ Accuracy +5 (+3 eff.) defense ------ Defense +7 (+4 eff.) Disarm Resist +21% One-handed war axes. |
nightruned rough leather belt of transcendence1.0 Encumbrance T1 belt armor [Ego] Arcane/Psionic While equipped: offense ------ Mindpower +2 (+1 eff.) defense ------ Resistance +6% light +6% darkness Physical save +6 (+3 eff.) A belt that goes around your waist. |
enveloping linen cloak of battle (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: offense ------ Physical Crit +1.0% Physical Power +1 (+0 eff.) defense ------ Defense +6 (+3 eff.) Fatigue -2% Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
ancient linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego+] Arcane While equipped: Stats +2 Mag offense ------ Damage +5% temporal +5% physical Ignore resists +6% temporal +6% physical defense ------ Resistance +7% all Anomaly Control +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of power (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +12 (+10 eff.) Damage +6% all defense ------ Resistance +9% all Spell save +18 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +2 Wil offense ------ Spell Crit +3% Spellpower +2 (+2 eff.) Damage +8% arcane +9% temporal defense ------ Resistance +9% all other ------- Max mana +16.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of alchemy (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +5% acid +9% physical +5% fire +6% cold defense ------ Resistance +11% acid +12% physical +10% fire +10% cold +9% all other ------- Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of light (+18%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Arcane While equipped: offense ------ Damage +12% light defense ------ Resistance +18% light +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
blighted rough leather gloves of strength (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Str offense ------ Physical Power +6 (+2 eff.) On-Hit 6 blight Damage +3% blight defense ------ Armor +1 Resistance +5% blight 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. |
sand hardened leather gloves of strength (+2) (0 def, 7 armour)1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Physical Power +11 (+3 eff.) On-Hit 5 physical Damage +4% physical defense ------ Armor +7 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. |
grounding iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +3 Fatigue +5% Resistance +7% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm of constitution (+2) (0 def, 5 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Con 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. |
rough leather cap of might (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +3 Str +2 Con offense ------ Physical Power +3 (+1 eff.) defense ------ Armor +1 Fatigue +1% A cap made of leather. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 Encumbrance T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +10% acid +10% fire +10% darkness +10% blight Life Regen +3.00 Healmod +30% other ------- Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Eel-skin armour (16 def, 0 armour)9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+8 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 37.46 to 112.38 lightning damage (74.92 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Wrathroot's Barkwood (9 def, 10 armour, 60 block)7.0 Encumbrance T2 shield armor [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +10 Defense +9 (+5 eff.) Fatigue +14% Resistance +20% cold +20% darkness +20% nature other ------- Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
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. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning 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. |
3 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. |
brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +44.00 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. |
acidic pouch of steel shots of daylight (24/24, 22-26 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Arcane Weapon Damage 21.5 - 25.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 24 On-ranged-hit +5 light Damage Against +7% Undead On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Shots are used with slings to pummel your foes to death. |
barbed pouch of steel shots of crippling (19/19, 23-28 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego++] Master Weapon Damage 23.0 - 27.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +16.5% Capacity 19 On Critical: * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
pouch of iron shots 'Lisama' (14/14, 14-16 power, 1 apr)3.0 Encumbrance T1 shot ammo [Rare] Arcane Weapon Damage 13.5 - 16.2 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +8.0% Capacity 14 Projectile Speed +200% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: other ------- Reload +3 Shots are used with slings to pummel your foes to death. |
overpowered steel torque of gale force [power 240] (20/23 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 240 physical damage Puts all charms on 23 turn cooldown Torques are made by powerful psionics to store psionic powers. |
powerful steel torque of gale force [power 160] (20/15 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 160 physical damage Puts all charms on 15 turn cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
piercing ash wand of conjuration [power 170] (20/15 cooldown)2.0 Encumbrance T2 wand charm [Ego+] Arcane Fire a magical bolt dealing 189 fire damage Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 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. |
2 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. |
3 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
Log
Horned Horror's is vulnerable to attacks and effects!
Jui hits Horned Horror for (19 flat reduction), 34 physical, (11 flat reduction), 0 nature, (19 flat reduction), 0 mind (34 total damage).
Horned Horror throws two quick punches.
Horned Horror casts Chain Lightning.
Horned Horror hits Jui for 40 physical, 20 lightning, 92 lightning, 52 physical, 20 lightning (224 total damage).
Melee retaliation hits Horned Horror for (2 flat reduction), 0 physical, (7 flat reduction), 0 darkness, (2 flat reduction), 0 physical, (7 flat reduction), 0 darkness (0 total damage).
Jui uses iron torque of psionic shield!
Jui's skin returns to normal.
Horned Horror casts Nova.
Horned Horror casts Lightning.
Horned Horror hits Jui for (23 flat reduction), 19 physical, (20 flat reduction), 0 lightning, (23 flat reduction), 26 lightning (45 total damage).
Melee retaliation hits Horned Horror for (2 flat reduction), 0 physical, (7 flat reduction), 0 darkness (0 total damage).
Jui the level 13 dwarf berserker was bolted to death by Horned Horror and revived as a mindless horror on level 4 of The Maze.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Horned Horror killed Jui!
Saving game...
Saving done.
Talent Death Dance is ready to use.
There is a A gate into the Maze here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!
Saving game...
Saving done.
Saving game...
Saving done.
























































































