Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
| Addons | Items Vault 1.4.8Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.5.0Official 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:
Possessor Bonus Class 1.5.0Donators/Buyers bonus! Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Online Indicator 1.1.0An experimental addon that adds an icon to the toolbar showing your connection status. Currently tracks three states:
Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.5.0Official 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:
Inventory Keys 1.5.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 28 / 62% |
| Size | medium |
| Lifes / Deaths | Killed by Aletta Soultorn at level 28 on the 68th Dusk 123rd year of Ascendancy at 00:54 / 2Killed by skeleton magus at level 28 on the 68th Dusk 123rd year of Ascendancy at 01:07 |
| Antimagic | Follower |
Primary Stats
| Strength | 18 (base 21) |
| Dexterity | 70 (base 58) |
| Constitution | 28 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 21 (base 21) |
| Cunning | 45.129161834817 (base 36) |
Resources
| Life | -87/690 |
| Equilibrium | 0 |
| Stamina | 220/220 |
| Psi | 111/111 |
| Healing Factor | 1.1363636363636 |
| Regeneration | 0.7386363636363 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -90% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 3 |
| See Stealth | 11 |
| See Invisible | 12 |
| ESP Range | 10 |
| ESP Kinds | dragon, demon/minor, demon/major |
Offense: Mainhand
| Damage | 64 |
| Accuracy | 51 |
| Crit Chance | 22% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 44 |
| Accuracy | 51 |
| Crit Chance | 22% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 27 (70.376569037657%) |
| Defense | 65 |
| Ranged Defense | 65 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 37 |
| Mental Save | 27 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 15% |
| Confusion Resistance | 20% |
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 489 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 195 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Stealth | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Duelist | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 4/5 |
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Artifice | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| detrimental effect | The target is on fire, taking 23.58 fire damage per turn, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While flameshocked talents do not cooldown. Burning Shock |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| beneficial effect | Has 1 throwing knives prepared: 1 KnivesRange: 4 Net Damage: 70 - 98 Accuracy: 66 (knife) APR: 21 Crit Chance: +18% Crit mult: 167% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | Parrying melee and ranged attacks: Has a 53% chance to deflect up to 17 damage from the next 1.5 attack(s). Parried attacks cannot crit. Parrying |
| beneficial effect | You gain 12% resistance against fire. Resolve |
| detrimental effect | The target's mental faculties have been severely impaired, making it act randomly each turn (10% chance) and reducing its cunning by 12. Lobotomized (confused) |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 31 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the lost tinker from death by snow giant thunderer. Escort: lost tinker (level 1 of Daikara) | failed |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you improved talent Craftsman's Eye (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you improved talent Craftsman's Eye (+1 level(s)). | done |
You failed to protect the lost tinker from death by Xossra the skeleton warrior. Escort: lost tinker (level 6 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You abandoned lost tinker to death. Escort: weary adventurer (level 5 of Dreadfell) | failed |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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 have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 207. | active |
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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed honey tree root. * You've found the needed ritch stinger. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed pouch of bone giant dust. * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed vial of elder vampire blood. * You've found the needed skeleton mage skull. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed green worm. * You've found the needed faerlhing fang. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Bregonarildir the Hellkarma (0 def, 3 armour) Bregonarildir the Hellkarma (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 12 fire Changes resistances: +11% lightning / +19% temporal / +3% cold / +6% nature / +5% arcane Spell save: +12 (+5 eff.) A pair of boots made of leather. |
| Light source | Mayebeth the alchemist's lamp Mayebeth the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +14 Changes resistances: +9% nature / +5% arcane Physical save: +12 (+6 eff.) Mental save: +8 (+4 eff.) Blindness immunity: +10% Light radius: +3 See stealth: +11 See invisible: +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Cloudtorrent (0 def, 3 armour) Cloudtorrent (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 lightning Changes resistances: +6% lightning / +8% cold / +5% arcane / +6% nature Changes resistances penetration: +20% lightning Allows you to breathe in: water A cap made of leather. |
| On hands | Rhidokath the rough leather gloves (0 def, 1 armour) Rhidokath the rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 cold Changes resistances: +6% cold Changes damage: +4% cold Grants telepathy: Dragon Demon/Major Demon/Minor Mental crit. chance: +3% When used to modify unarmed attacks: Base power: 7.5 - 8.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 1). Burst (radius 2) on crit: +6 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Kindleblast [power 75] (2/20 cooldown) Kindleblast [power 75] (2/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +4 Cun / +5 Dex Changes damage: +21% light Talent cooldown: Silence (-1 turn) Talent granted: +3 Silence It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 75 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | rogue's steel ring of pilfering rogue's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +8 Defense: +14 (+3 eff.) Changes stats: +3 Cun It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | Yville =CON= Yville =CON=Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 10 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 6 bleed Changes stats: +2 Cun / +4 Con Changes resistances: +12% darkness / +24% fire Changes damage: +12% fire Reduces incoming crit damage: 5.00% Spell save: +24 (+9 eff.) Hate when firing a critical mind attack: +1.00 Maximum stamina: +12.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
| Around neck | Shineclash =CON= Shineclash =CON=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 light Changes stats: +4 Dex / +3 Cun / +4 Con Changes resistances: +5% arcane Changes resistances penetration: +5% arcane Changes damage: +3% arcane Life regen: +0.40 Stamina each turn: +0.30 Light radius: +3 Movement speed: +10% Amulets can have magical properties. |
| In main hand | hateful dwarven-steel dagger of erosion (17-22.1 power, 7 apr) hateful dwarven-steel dagger of erosion (17-22.1 power, 7 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +6 temporal / +8 nature / +8 darkness Damage against: +4% Living Sharp, short and deadly. |
| Around waist | Hurefang HurefangCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +6% blight Spell save: +7 (+3 eff.) Mental save: +3 (+2 eff.) Disease immunity: +20% Confusion immunity: +20% Stun/Freeze immunity: +15% Size category: +1 A belt that goes around your waist. |
| In off hand | balanced dwarven-steel dagger of erosion (15.5-20.15 power, 7 apr) balanced dwarven-steel dagger of erosion (15.5-20.15 power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 15.5 - 20.2 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +8 nature / +5 temporal When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +4 (+1 eff.) Disarm immunity: +20% Sharp, short and deadly. |
| Cloak | Serpentine Cloak (10 def, 0 armour) =CON= Serpentine Cloak (10 def, 0 armour) =CON=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 30 power out of 12/60) : Effective talent level: 2.0 Power cost: 30 out of 12/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 6 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
| Main armor | Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+3 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Inventory
wild infusion of the psychic (resist 20%; cure magical) wild infusion of the psychic (resist 20%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 magical effect and reduce all damage taken by 20% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the psychic (419% speed; 6 turns) movement infusion of the psychic (419% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 419% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+16 for 8 turns, die at -414) heroism infusion of the duelist (+16 for 8 turns, die at -414)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 8 turns. While Heroism is active, you will only die when reaching -414 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Earthen Beads =WIL= Earthen Beads =WIL=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 176 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
copper ring 'Rainbait' =WIL= copper ring 'Rainbait' =WIL=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to corrode armour by 30% Changes stats: +3 Wil Changes resistances: +6% acid Changes resistances penetration: +15% acid / +5% nature Mental save: +6 (+3 eff.) Rings can have magical properties. |
titan's copper ring =CON= titan's copper ring =CON=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Rings can have magical properties. |
Vargh Redemption =CON/WIL= Vargh Redemption =CON/WIL=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 4.20 cold and 4.04 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Galoldil the cured leather armour (2 def, 4 armour) =CON= Galoldil the cured leather armour (2 def, 4 armour) =CON=Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Changes stats: +3 Dex / +3 Mag / +10 Con Changes resistances: +17% fire See invisible: +15 A suit of armour made of leather. |
Rogue Plight (6 def, 7 armour) Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+1 eff.) Fatigue: +7% Changes stats: +4 Con / +5 Wil Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
Shadewedge the cashmere cloak (2 def, 0 armour) Shadewedge the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 12 darkness Changes resistances: +6% acid / +3% temporal / +6% darkness / +6% blight / +9% fire / +6% nature Maximum life: +47.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xanytira (0 def, 3 armour) =CON/WIL= Xanytira (0 def, 3 armour) =CON/WIL=Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +1 Mag / +2 Wil / +3 Cun / +3 Con Changes resistances: +9% blight Grants telepathy: Dragon Mindpower: +4 (+2 eff.) Light radius: +3 Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (71 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Tooth of the Mouth (dig speed 12 turns) =pick= Tooth of the Mouth (dig speed 12 turns) =pick=Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
iron torque of kinetic psionic shield [power 25] (2/20 cooldown) iron torque of kinetic psionic shield [power 25] (2/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of psychoportation [power 36] (2/30 cooldown) dwarven-steel torque of psychoportation [power 36] (2/30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 36), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
hateful dwarven-steel torque of charged psionic shield [power 75] (2/20 cooldown) hateful dwarven-steel torque of charged psionic shield [power 75] (2/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 75 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
hateful dwarven-steel torque of psychoportation [power 34] (2/30 cooldown) hateful dwarven-steel torque of psychoportation [power 34] (2/30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 34), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
Achievements
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Dilbo Baggage the Halfling Rogue level 16
28th Regrowth 123rd year of Ascendancy at 19:41 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Dilbo Baggage the Halfling Rogue level 27
21st Dusk 123rd year of Ascendancy at 09:44 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Dilbo Baggage the Halfling Rogue level 9
29th Haze 122nd year of Ascendancy at 05:33 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Dilbo Baggage the Halfling Rogue level 19
66th Regrowth 123rd year of Ascendancy at 19:58 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Dilbo Baggage the Halfling Rogue level 17
51st Regrowth 123rd year of Ascendancy at 18:25 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Dilbo Baggage the Halfling Rogue level 21
19th Pyre 123rd year of Ascendancy at 07:01 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dilbo Baggage the Halfling Rogue level 18
55th Regrowth 123rd year of Ascendancy at 08:04 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Dilbo Baggage the Halfling Rogue level 10
42nd Haze 122nd year of Ascendancy at 16:10 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Dilbo Baggage the Halfling Rogue level 20
69th Regrowth 123rd year of Ascendancy at 07:51 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Dilbo Baggage the Halfling Rogue level 11
51st Haze 122nd year of Ascendancy at 03:11 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Dilbo Baggage the Halfling Rogue level 27
20th Dusk 123rd year of Ascendancy at 13:32 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Dilbo Baggage the Halfling Rogue level 7
19th Haze 122nd year of Ascendancy at 17:30 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Dilbo Baggage the Halfling Rogue level 24
50th Pyre 123rd year of Ascendancy at 09:40 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Dilbo Baggage the Halfling Rogue level 27
62nd Dusk 123rd year of Ascendancy at 03:17 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Dilbo Baggage the Halfling Rogue level 18
55th Regrowth 123rd year of Ascendancy at 02:47 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Dilbo Baggage the Halfling Rogue level 28
68th Dusk 123rd year of Ascendancy at 00:54 see stats
Log
Dilbo Baggage is invigorated by the attack!
Dilbo Baggage hits Barrow wight for 20 physical, 2 temporal, 3 nature (26 total damage).
Burning Shock from Barrow wight hits Dilbo Baggage for 17 fire damage.
Dilbo Baggage killed Barrow wight!
Skeleton warrior uses Stunning Blow.
Dilbo Baggage tries to evade attacks.
Dilbo Baggage is stunned!
Porynne the skeleton warrior casts Drain.
Skeleton warrior hits Dilbo Baggage for 139 physical damage.
Dilbo Baggage hits Skeleton warrior for 3 lightning, 6 light, 5 fire (14 total damage).
Dilbo Baggage is invigorated by the attack!
Dilbo Baggage's regains its senses.
Burning Shock from Barrow wight hits Dilbo Baggage for 14 fire damage.
Dilbo Baggage shrugs off the effect 'Burning Hex'!
Skeleton archer shoots!
Skeleton archer's Shoot misses Dilbo Baggage.
Dilbo Baggage's mind surges with critical power!
Dilbo Baggage is invigorated by the attack!
Burning Shock from Barrow wight hits Dilbo Baggage for 14 fire damage.
Skeleton archer shoots!
Dilbo Baggage deflects the projectile from Skeleton archer to the southeast!
Dilbo Baggage higher mental functions have been imparied.
Something hits Dilbo Baggage for 114 mind damage.
Dilbo Baggage is invigorated by the attack!
Burning Shock from Barrow wight hits Dilbo Baggage for 13 fire damage.
Dilbo Baggage hits Skeleton archer for 3 lightning, 6 light, 5 fire (14 total damage).
Skeleton archer hits Dilbo Baggage for 5 physical damage.
Skeleton magus casts Manathrust.
Saving game...
