











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Notes to Self 1.7.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Additional Combat Details 1.7.6Additional Combat Details (non-intrusive)
This addon provides a compact, non-intrusive display of detailed combat information. The display is intentionally lightweight and lives in the log area so it complements existing UI and other addons while giving a clearer, turn-by-turn narrative of what happened during combat. Features- Shows to-hit-chance for players and enemies: (50 + 2,5 * ( attacker_accuracy - defender_defense))
Contributions, bug reports, and improvements are welcome at https://github.com/cmtjk/tome-additional-combat-details. Version History
1.0.0 Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 21 / 33% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 93 (base 50) |
| Dexterity | 21 (base 11) |
| Constitution | 53 (base 44) |
| Magic | 11 (base 10) |
| Willpower | 28 (base 10) |
| Cunning | 29 (base 10) |
Resources
| Life | 787/787 |
| Stamina | 235/235 |
| Healing Factor | 1.39457841929 |
| Regeneration | 7.9038387037185 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 163 |
| Accuracy | 41 |
| Crit Chance | 25% |
| APR | 36 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +18% |
| Light | +10% |
| Blight | +4% |
| Nature | +6% |
| Darkness | +12% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 47.723073231957 (96.438666929426%) |
| Defense | 13 |
| Ranged Defense | 13 |
| Fatigue | 22 |
| Physical Save | 47 |
| Spell Save | 18 |
| Mental Save | 31 |
Defense: Resistances
| Lightning | + 45%( 70%) |
| Light | + 44%( 70%) |
| Blight | + 24%( 70%) |
| Acid | + 27%( 70%) |
| Fire | + 33%( 70%) |
| All | + 20%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Stun Resistance | 41% |
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 62% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 377 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 228 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Warcries | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the temporal explorer from death by Adamira the war bear. Escort: temporal explorer (level 4 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Strength 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 |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed length of troll intestine. | 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 within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Delizilanik the Boltworm (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning +6% nature Res.pen +10% lightning Melee Ret 6 cold ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning ---------- misc Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(81 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Neriyama (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +6 Str +5 Dex +1 Wil +3 Cun dps ---------- Apr +5 Melee Ret 2 acid ----- def ----- Armour +3 Fatigue +3% Resists +9% acid ---------- misc Light +3 A cap made of leather. |
| Tool | Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +5 Str +5 Wil +8 Cun +5 Con dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning +7% all Phys.save +18 (+6 eff.) Mind.save +18 (+9 eff.) 10% chance when hit to absorb the whole blow. This effect has a 30 turn cooldown. This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
| On fingers | steel ring of misery0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +1 Cun dps ---------- Melee+ 5 physical Ranged+ 6 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 17 On Hit (Ranged): * 10% chance to reduce all saves and defense by 17 ---------- misc Hate/m.crit +1.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
| On fingers | warrior's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Max.HP +23.00 Disarm- +20% Pinning- +22% Knockbk- +22% Rings make your fingers look great! |
| Around waist | Brodydudir the Murkstriker1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Str +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +12% darkness Against +15% Summoned ----- def ----- D.Red.from +15% Summoned Phys.save +3 (+1 eff.) A belt that goes around your waist. |
| In main hand | Drake's Bane (156% power, 21 apr)3.0 T2 battleaxe 2H weapon [Unique] Master Power 156% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+3 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
| On hands | Belidegrim the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +7 Str +2 Dex +3 Mag +2 Cun +1 Con dps ---------- Melee+ 5 blight Dmg.mod +4% blight ----- def ----- Armour +2 Resists +6% 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. |
| Main armor | impenetrable steel plate armour of fire resistance (0 def, 16 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +17% fire A suit of armour made of metal plates. |
| Cloak | murderer's linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Cun +1 Dex dps ---------- Acc +4 (+1 eff.) Apr +3 ----- def ----- Defense +1 (+1 eff.) Spell.save +5 (+3 eff.) Mind.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. |
| Around neck | steel amulet 'Girebeth'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +4 Dex +5 Wil dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +5 (+5 eff.) Fatigue -5% Resists +10% lightning Die.at -80.00 life HP.reg +2.00 Stun/Frz- +21% ---------- misc Max.stam +20.00 Amulets make your neck look great! |
Inventory
movement infusion of the titan (speed 559%; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 559% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 159; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 159 life over 5 turns. 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. |
restful steel amulet of the eclipse0.1 T2 amulet jewelry [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 5 light 5 darkness Dmg.mod +8% light +6% darkness On Melee Ret: * 5% chance to reduce damage dealt by 15% * 6% chance to blind ----- def ----- Fatigue -4% Resists +10% blight HP.reg +1.00 Amulets make your neck look great! It was hardened by the digestive sack. |
stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% temporal Pinning- +21% Knockbk- +21% Amulets make your neck look great! |
starlit copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% light +12% darkness Blind- +21% Amulets make your neck look great! |
starlit steel amulet of cunning (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +10% light +14% darkness Blind- +20% Amulets make your neck look great! |
steel amulet 'Hailrock'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +4 Con dps ---------- Dmg.mod +24% cold ----- def ----- Resists +12% mind Confus- +20% Amulets make your neck look great! |
steel amulet of constitution (+5)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +5 Con Amulets make your neck look great! |
warrior's copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical Heal.mod +10% Cut- +50% ---------- misc Stam/turn +0.30 Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 174 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Rotsting the copper ring0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Str +3 Dex +2 Mag dps ---------- Melee+ 15 light Ranged+ 16 light Dmg.mod +11% light Res.pen +20% temporal Melee Ret 2 nature ---------- misc Infravis +3 See.Invis +6 Rings make your fingers look great! |
gold ring 'Cobranaught'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +5 (+3 eff.) Melee Ret 2 acid ----- def ----- Resists +12% acid +9% nature Max.HP +29.00 Disarm- +25% Pinning- +38% Knockbk- +32% Rings make your fingers look great! |
marksman's steel ring of nature (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% nature Acc +6 (+2 eff.) ----- def ----- Resists +22% nature Rings make your fingers look great! |
mule's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -5% Blind- +20% ---------- misc Max.enc +20 Infravis +3 See.Stealth +6 See.Invis +6 Rings make your fingers look great! |
psionicist's gold ring of frost (+24%)0.1 T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +12% cold ----- def ----- Resists +24% cold Mind.save +8 (+4 eff.) Rings make your fingers look great! |
rogue's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+6 eff.) Blind- +20% ---------- misc Infravis +4 See.Stealth +6 See.Invis +5 Rings make your fingers look great! |
rogue's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+6 eff.) Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) Rings make your fingers look great! |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+3 eff.) Rings make your fingers look great! |
hateful steel battleaxe of massacre (140% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Master/Psionic Power 141% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +13 darkness Against +10% Living Massive two-handed battleaxes. |
Spellblaze Shard (120% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Star (100% power, 0 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane The star shines alone in a moonless sky. Power 100% Range: 1.3x Uses 20% Str, 20% Dex Dmg Light Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
dwarven-steel dagger of erosion (115% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Nature Power 115% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +10 nature Sharp, short and deadly. |
warbringer's dwarven-steel dagger (121% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Power 122% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Phys.pwr +8 (+2 eff.) Res.pen +7% physical ----- def ----- Disarm- +10% Sharp, short and deadly. |
Tirakai's Maul (139% power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 139% Range: 1.3x Uses 10% Mag, 120% Str Dmg Light Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% On Crit.r2 +12 blinding light While equipped: Stats +2 Dex +2 Mag +2 Cun dps ---------- Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +4% light +2% all Ametrine: Light Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
chilling dwarven-steel longsword of the mystic (122% power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane Power 122% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +9 cold While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.pwr +8 (+8 eff.) Sharp, long, and deadly. |
truestriking dwarven-steel mace of the mystic (136% power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Arcane/Master Power 137% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.pwr +5 (+5 eff.) Res.pen +7% physical Acc +8 (+3 eff.) Apr +7 Blunt and deadly. |
Crystal Shard (113% power, 4 apr, physical element)5.0 T2 staff 2H weapon Reqs Mag 20 [Unique] Arcane Power 113% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+12 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Glarimina the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str +2 Dex dps ---------- Dmg.mod +3% physical Apr +1 ----- def ----- Die.at -80.00 life HP.reg +0.70 Heal.mod +14% ---------- misc Max.stam +20.00 A belt that goes around your waist. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
noble's rough leather belt1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +16% Summoned ----- def ----- D.Red.from +19% Summoned A belt that goes around your waist. |
rough leather belt of recklessness1.0 T1 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +5.00% Phys.pwr +3 (+1 eff.) A belt that goes around your waist. |
rough leather belt of resilience1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Max.HP +30.00 A belt that goes around your waist. |
Cloudhacker (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Phys.crit +2.0% Phys.pwr +1 (+1 eff.) Dmg.mod +3% lightning +12% mind ----- def ----- Defense +1 (+1 eff.) Fatigue -2% ---------- misc Hate/m.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Iron Throne (6 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +6 (+6 eff.) Phys.save +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of the voidstalker (2 def, 5 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +5 Defense +2 (+2 eff.) Resists +18% temporal +19% darkness +11% cold Disease- +15% Def/telep +15 Res/telep +11% Dur/telep +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. It was changed by the digestive sack. |
Glarescar (0 def, 0 armour)2.0 T2 cloth armor [Rare] Disrupt While equipped: dps ---------- On Melee Ret: * 4% chance to slow global speed by 43% * 4 arcane resource burn ----- def ----- Resists +9% blight +6% fire +5% arcane +9% all Spell.save +15 (+8 eff.) ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dimwind (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +30 (+15 eff.) Acc +8 (+3 eff.) Melee Ret 6 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Armour +2 Phys.save +7 (+2 eff.) Mind.save +21 (+10 eff.) Disarm- +29% ---------- misc Psi/ret +0.04 Hate/m.crit +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Splendourblood (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +18% light Melee Ret 8 light ----- def ----- Armour +2 Resists +6% light +9% fire HP.reg +3.00 ---------- misc Stam/turn +0.80 Max.stam +15.00 Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+11 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
hardened leather gloves 'Glidath' (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +9% physical Res.pen +10% physical Acc +14 (+5 eff.) Melee Ret 4 physical ----- def ----- Armour +2 Die.at -80.00 life 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. |
rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
temporal iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 5 temporal Ranged+ 6 temporal Dmg.mod +4% temporal ----- def ----- Armour +1 Fatigue +1% Resists +6% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 30.69 to 92.08 lightning damage (61.39 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Lisanor the hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% acid Res.pen +5% arcane +20% acid On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Armour +6 Defense +9 (+8 eff.) Fatigue +8% Resists +23% lightning +18% fire +3% acid Max.HP +39.00 A suit of armour made of leather. |
prismatic hardened leather armour of spell shielding (9 def, 6 armour)9.0 T3 light armor [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +9 (+8 eff.) Fatigue +8% Resists +7% arcane +11% light +13% darkness Spell.save +12 (+7 eff.) A suit of armour made of leather. |
elemental quiver of ash arrows (18/18, 121% power, 7 apr)3.0 T2 arrow ammo [Ego+] Arcane Power 122% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 18 On Hit: * Create an explosion dealing 15 acid damage (1/turn) Arrows are used with bows to pierce your foes to death. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 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. |
10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+0 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 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. |
Lightvein the ash totem of thorny skin [power 31] (20 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +2 Str +11 Mag dps ---------- Res.pen +10% light ---------- misc Light +3 Harden the skin for 7 turns increasing armour by 31 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Drek Lostshield the Dwarf Berserker level 8
28th Voratun 122nd year of Ascendancy at 06:06 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Drek Lostshield the Dwarf Berserker level 18
37th Stralite 123rd year of Ascendancy at 21:56 see stats
Level 10 (Roguelike)
Got a character to level 10.By Drek Lostshield the Dwarf Berserker level 10
5th Shortage 122nd year of Ascendancy at 05:50 see stats
Level 20 (Roguelike)
Got a character to level 20.By Drek Lostshield the Dwarf Berserker level 20
41st Stralite 123rd year of Ascendancy at 00:07 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Drek Lostshield the Dwarf Berserker level 5
18th Voratun 122nd year of Ascendancy at 21:06 see stats
Tales of the Spellblaze (Roguelike)
Learned the eight chapters of the Spellblaze Chronicles.By Drek Lostshield the Dwarf Berserker level 18
26th Stralite 123rd year of Ascendancy at 20:34 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Drek Lostshield the Dwarf Berserker level 9
1st Shortage 122nd year of Ascendancy at 15:43 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Drek Lostshield the Dwarf Berserker level 8
33rd Profit 122nd year of Ascendancy at 03:24 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 2 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Drek Lostshield deactivates Berserker Rage.
Resting starts...
Talent Berserker Rage is ready to use.
Rested for 14 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Quest 'Trapped!' is done! (Press 'j' to see the quest log)
Quest 'Trapped!' completed! (Press 'j' to see the quest log)
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Today is the 41st Profit of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:26.
Today is the 42nd Profit of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:38.
Today is the 43rd Profit of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:03.
There is a Golem Graveyard here (press '' or right click to use).
Today is the 44th Profit of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:00.
Saving game...
Saving done.





























































































