Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Everything is Unique! 1.2.3Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.2.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Ashes of Urh'Rok 1.2.4Official 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:
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. More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Extra Dungeons 1.2.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Glutton 1.2.3Gluttons are cursed with insatiable Hunger, which they use as a resource. It increases over time, and gives benefits and penalties depending on the current amount they have. They can Devour creatures, which they can then Digest to gain bonuses, sometimes permanent, including stat points and even talents. Since Gluttons can gain stat points from Devouring creatures, they gain no stat points per level. Since they can gain talents as well, they start with few categories. This is the basic class concept, and I hope you have fun with it. Disclaimer: the Glutton is very unbalanced right now (hence the alpha status). I welcome and encourage any feedback. Thanks to all of #tome for their help. Special thanks to FlarePusher and Draknodred for helping me flesh out the class concept and for developing talent ideas, and to natev for a lot of help but especially for letting me build off his resource code. Faction Allies for Final Fight 1.2.3Allows you to choose one faction ally for the final battle, for added variety. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
Campaign | Maj'Eyal |
Mode | Easy Adventure |
Sex | Female |
Race | Superhuman |
Class | Glutton |
Level / Exp | 12 / 18% |
Size | medium |
Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
Strength | 45 (base 23) |
Dexterity | 21 (base 10) |
Constitution | 66 (base 37) |
Magic | 33 (base 10) |
Willpower | 48 (base 28) |
Cunning | 26 (base 10) |
Resources
Hate | 76/100 |
Psi | 138/138 |
Vim | 144/144 |
Life | 807/807 |
Stamina | 241/241 |
Healing Factor | 1.3942666997033 |
Regeneration | 9.9690069028784 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +200% |
Vision
Sight | 10 |
Lite | 4 |
See Invisible | 10 |
Offense: Mainhand
Damage | 29 |
Accuracy | 40 |
Crit Chance | 22% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 33.125 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 36.625 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 33.04 (61.159420289855%) |
Defense | 39.025 |
Ranged Defense | 42.35 |
Fatigue | 30 |
Physical Save | 35.625 |
Spell Save | 33.875 |
Mental Save | 40.1 |
Defense: Resistances
All | + 10%( 70%) |
Defense: Immunities
Fear Resistance | 50% |
Knockback Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 250 damage for 25 turns. |
Class Talents
Cunning / Tactical | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Gluttony / Digestion | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Gluttony / Feast | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cursed / Endless hunt | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Gluttony / Pica | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Gluttony / Famine | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Gluttony / Gourmand | 1.50 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Stalk |
talent | Beyond the Flesh |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.0)Penalty : Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Power 1+: Unleashed: +3% critical damage, +4% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | The target is hunting creatures of type / sub-type: horror / corrupted with 46% effectiveness. Kills: 0 / 9 kills, Damage: +3% / +7%, Attack: +0 / +0, Stun: -- / 0.0%, Outmaneuver: 0.0% / 0.0% Predator |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 11%) for 4 turns. Power 1+: Nightwalker: +16 Darkness Resistance, +10% Max Darkness Resistance, +10 See Invisible Power 2+: -3 Luck, +7 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 15% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 5.0)Penalty : Fear of Death: -9% resistance against damage from the undead. Power 1+: Power over Death: +12% damage against the undead. Power 2+: -3 Luck, +5 Strength, +5 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 6. Power 4+: Reprieve from Death: Humanoids you slay have a 39% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +4 Defense, +2 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
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 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 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 |
Equipment
Psionic focus | Spellblaze Shard (20-26 power, 10 apr) (Misfortune) Spellblaze Shard (20-26 power, 10 apr) (Misfortune)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Curse of Misfortune This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
On hands | Flamewrought (0 def, 2 armour) (Corpses) Flamewrought (0 def, 2 armour) (Corpses)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 Curse of Corpses It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 48.08 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Light source | 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, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Gloomspitter the dwarven-steel helm (0 def, 4 armour) (Shrouds) Gloomspitter the dwarven-steel helm (0 def, 4 armour) (Shrouds)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 4 darkness Changes stats: +4 Wil Changes resistances: +7% blight / +6% lightning Mental save: +17 Knockback immunity: +10% Stamina when hit: +1.20 Equilibrium when hit: +1.10 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | restorative pair of iron boots of uncanny dodging (3 def, 3 armour) (Shrouds) restorative pair of iron boots of uncanny dodging (3 def, 3 armour) (Shrouds)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 Ranged Defense: +3 Fatigue: +2% Life regen: +1.70 Healing mod.: +11% Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% chance to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. 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. |
On fingers | titan's steel ring (Misfortune) titan's steel ring (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Physical save: +4 Curse of Misfortune Rings can have magical properties. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 Armour penetration: +8 Physical power: +5 Defense: +12 Ranged Defense: +4 Changes stats: +5 Str / +7 Con Changes resistances: +3% mind / +2% physical Spell save: +11 Maximum stamina: +13.00 Can be unequipped or rerolled. Activating this item is instant. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, placing all other charms into a 1 cooldown. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | Soulstone SoulstonePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% blight / +10% light / +10% darkness Fear immunity: +50% Instant-death immunity: +50% Maximum souls: +3.00 Some of its power lingers, but it is no longer animate. |
In main hand | Haradrachak (15-21 power, 3 apr) (Corpses) Haradrachak (15-21 power, 3 apr) (Corpses)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag / +1 Wil Mental save: +9 Knockback immunity: +10% Spellpower: +6 Curse of Corpses Sharp, long, and deadly. |
Around waist | Girdle of the Calm Waters (Corpses) Girdle of the Calm Waters (Corpses)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% Curse of Corpses A belt rumoured to have been worn by the Conclave healers. |
In off hand | Coral Spray (8 def, 8 armour, 48 block) (Madness) Coral Spray (8 def, 8 armour, 48 block) (Madness)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. Curse of Madness A chunk of jagged coral, dredged from the ocean. |
Cloak | linen cloak of Iron Throne (1 def, 0 armour) (Shrouds) linen cloak of Iron Throne (1 def, 0 armour) (Shrouds)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Str / +2 Con Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | hardened iron mail armour of the deep (2 def, 11 armour) (Shrouds) hardened iron mail armour of the deep (2 def, 11 armour) (Shrouds)Requires: - Strength 14 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +11 Defense: +2 Fatigue: +12% Changes resistances: +12% acid / +5% physical / +11% cold / +6% lightning / +5% fire Allows you to breathe in: water Curse of Shrouds A suit of armour made of mail. |
Inventory
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
copper ring (Nightmares) copper ring (Nightmares)0.10 Encumbrance. Type: jewelry / ring ; tier 1 Curse of Nightmares Rings can have magical properties. |
warrior's copper ring of perseverance (Nightmares) warrior's copper ring of perseverance (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Stun/Freeze immunity: +24% Life regen: +1.20 Curse of Nightmares Rings can have magical properties. |
slime-covered steel longsword of erosion (15-21 power, 3 apr) (Misfortune) slime-covered steel longsword of erosion (15-21 power, 3 apr) (Misfortune)Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 5% Damage (Melee): +6 temporal / +7 nature Curse of Misfortune Sharp, long, and deadly. |
Eremydin (27.5-38.5 power, 4 apr) (Nightmares) Eremydin (27.5-38.5 power, 4 apr) (Nightmares)Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +1 Cun / +3 Wil Changes resistances: +8% acid / +10% fire / +9% lightning / +7% cold Spell save: +7 Infravision radius: +2 Curse of Nightmares Blunt and deadly. |
enveloping linen cloak of the Shaloren (6 def, 0 armour) (Madness) enveloping linen cloak of the Shaloren (6 def, 0 armour) (Madness)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 Changes stats: +1 Mag / +2 Wil Physical save: +5 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (1 def, 0 armour) (Shrouds) resilient linen cloak (1 def, 0 armour) (Shrouds)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Maximum life: +30.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour) (Nightmares) Silk Current (12 def, 0 armour) (Nightmares)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 Movement speed: +15% Curse of Nightmares This deep blue robe flows and ripples as if pushed by an invisible tide. |
insulating pair of iron boots of tirelessness (0 def, 3 armour) (Misfortune) insulating pair of iron boots of tirelessness (0 def, 3 armour) (Misfortune)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +7% fire / +7% cold Stamina each turn: +0.30 Maximum stamina: +12.00 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots (0 def, 3 armour) (Madness) pair of iron boots (0 def, 3 armour) (Madness)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
alchemist's iron gauntlets (0 def, 1 armour) (Corpses) alchemist's iron gauntlets (0 def, 1 armour) (Corpses)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 3 acid / 3 fire / 4 cold / 3 lightning Changes stats: +2 Mag / +3 Wil Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of dexterity (+2) (0 def, 1 armour) (Madness) iron gauntlets of dexterity (+2) (0 def, 1 armour) (Madness)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 Armour: +1 Changes stats: +2 Dex Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves (0 def, 1 armour) (Corpses) rough leather gloves (0 def, 1 armour) (Corpses)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather cap of dexterity (+2) (0 def, 1 armour) (Madness) rough leather cap of dexterity (+2) (0 def, 1 armour) (Madness)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex Curse of Madness A cap made of leather. |
rough leather armour (1 def, 2 armour) (Corpses) rough leather armour (1 def, 2 armour) (Corpses)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Curse of Corpses A suit of armour made of leather. |
iron shield (4 def, 2 armour, 21.5 block) (Madness) iron shield (4 def, 2 armour, 21.5 block) (Madness)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Curse of Madness Handheld deflection devices. |
iron shield of lightning resistance (+15%) (4 def, 2 armour, 22 block) (Madness) iron shield of lightning resistance (+15%) (4 def, 2 armour, 22 block) (Madness)Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Changes resistances: +15% lightning Talent granted: +1 Block Curse of Madness Handheld deflection devices. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)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. |
woodsman's iron pickaxe (dig speed 35 turns) woodsman's iron pickaxe (dig speed 35 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
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, costing 202 power out of 238/400. 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 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. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation Rod of AsphyxiationPowered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / wand It can be used to asphyxiate an unsuspecting target, costing 6 power out of 30/30. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
Log
You gain 1.95 gold from the transmogrification of spiked steel plate armour of clarity (4 def, 9 armour) (Shrouds).
You gain 3.84 gold from the transmogrification of enlightening steel plate armour of acid resistance (4 def, 9 armour) (Shrouds).
You gain 6.40 gold from the transmogrification of rejuvenating cured leather armour (2 def, 4 armour) (Corpses).
You gain 0.57 gold from the transmogrification of miner's iron helm (0 def, 5 armour) (Shrouds).
You gain 0.76 gold from the transmogrification of linen wizard hat of darkness (+15%) (1 def, 0 armour) (Madness).
You gain 0.10 gold from the transmogrification of linen wizard hat (1 def, 0 armour) (Nightmares).
You gain 0.68 gold from the transmogrification of cleansing iron helm (0 def, 3 armour) (Corpses).
You gain 1.61 gold from the transmogrification of umbral iron gauntlets of magic (+2) (0 def, 1 armour) (Madness).
You gain 0.61 gold from the transmogrification of slimy woollen robe (0 def, 0 armour) (Misfortune).
You gain 1.40 gold from the transmogrification of slimy cashmere robe of the mind (+12%) (2 def, 0 armour) (Shrouds).
You gain 3.72 gold from the transmogrification of Brenysin (2 def, 0 armour) (Nightmares).
You gain 0.50 gold from the transmogrification of steel waraxe (15.5-21.7 power, 3 apr) (Corpses).
You gain 6.10 gold from the transmogrification of shimmering ash magestaff of invocation (15-18 power, 3 apr, cold element) (Shrouds).
You gain 3.21 gold from the transmogrification of potent yew magestaff of fate (24-28.8 power, 4 apr, cold element) (Misfortune).
You gain 5.80 gold from the transmogrification of ash magestaff 'Velavea' (15-18 power, 3 apr, arcane element) (Misfortune).
You gain 0.50 gold from the transmogrification of cured leather sling (Madness).
You gain 3.63 gold from the transmogrification of vined mindstar of frost (5-5.5 power, 18 apr, mind damage) (Nightmares).
You gain 4.19 gold from the transmogrification of mossy mindstar of storms (2-2.2 power, 12 apr, nature damage) (Nightmares).
You gain 2.90 gold from the transmogrification of arcing iron mace of paradox (11.5-16.1 power, 2 apr) (Madness).
You gain 2.01 gold from the transmogrification of insidious steel longsword of massacre (18.5-25.9 power, 3 apr) (Madness).
You gain 1.85 gold from the transmogrification of steel greatmaul of purging (29-43.5 power, 2 apr) (Misfortune).
You gain 2.93 gold from the transmogrification of steel dagger of the leech (11.5-14.95 power, 6 apr) (Misfortune).
You gain 3.03 gold from the transmogrification of marksman's steel ring of perseverance (Nightmares).
You gain 0.75 gold from the transmogrification of steel amulet of dexterity (+3).
You gain 0.93 gold from the transmogrification of insulating copper amulet of mastery (0.12 Cursed / Endless hunt).
You gain 1.29 gold from the transmogrification of biting gale rune (38 cold damage; 20 apply power).
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.
Saving game...
Saving done.