Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.3 |
| Addons | Multi-Class Challenge 1.4.2Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Exponential Leveling 1.3.3Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Assassin 1.3.3Reworks the Rogue class. Cross-tier Luminescence 1.2.4Makes Luminescence a cross-tier effect, so wild infusions will more reliably clear blindness caused by sun infusions. Suggested by Edge. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Items Vault 1.3.0Donators/Buyers bonus! 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Doctornull's Tweak Pack 1.4.2A collection of tweaks for existing ToME content. Extra Dungeons 1.3.0In 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: Dark Priest 1.4.2Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Sensible Flying Text 1.3.1Flying text by default takes a spray and pray approach to displaying crucial battle happenings on screen. Main forum thread here: http://forums.te4.org/viewtopic.php?f=50&t=45589 Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Sun Paladin |
| Level / Exp | 15 / 47% |
| Size | medium |
| Lifes / Deaths | Killed by Emelovea the rattlesnake at level 15 on the 40th Profit 122nd year of Ascendancy at 06:12 / 1 |
Primary Stats
| Strength | 45 (base 41) |
| Dexterity | 39 (base 41) |
| Constitution | 44 (base 41) |
| Magic | 43 (base 41) |
| Willpower | 21 (base 15) |
| Cunning | 41 (base 41) |
Resources
| Life | -107/754 |
| Positive | 14/47 |
| Stamina | 172/194 |
| Negative | 3/87 |
| Healing Factor | 1.5 |
| Regeneration | 8.4934109700135 |
Speed
| Mental | +6.4% |
| Attack | +6.4% |
| Movement | -20.5% |
| Spell | +6.4% |
| Global | +104.45% |
Vision
| Sight | 10 |
| Lite | 8 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 44 |
| Crit Chance | 38% |
| APR | 13 |
| Speed | 0.94 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 28.717899097742 |
| Crit Chance | 50% |
| Speed | 0.93984962406015 |
Offense: Mind
| Mindpower | 22.767899097742 |
| Crit Chance | 18% |
| Speed | 0.93984962406015 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 33.45 (82.5%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 28 |
| Physical Save | 33.575 |
| Spell Save | 26.2 |
| Mental Save | 33.35 |
Defense: Resistances
| All | + 26%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Disarm Resistance | 43% |
| Confusion Resistance | 56% |
| Knockback Resistance | 22% |
| Stun Resistance | 79% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 313 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 101 life over 5 turns. |
Class Talents
| Technique / Combat techniques | 1.25 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.50 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Celestial / Eclipse | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 3/5 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.60 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Celestial / Light | 1.60 |
| 3/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Effects
| talent | Shield of Light |
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Searing Sight |
| talent | Corona |
| talent | Hymn of Perseverance |
| talent | Chant of Resistance |
| detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 35. Intimidated |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | The target is frozen on the ground, able to act freely but not move. Frozen Feet |
| detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| 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 |
| detrimental effect | The target's will to defend itself is shattered by the powerful battle cry, reducing defense by 46. Battle Cry |
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 successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | 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 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 Minotaur. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 |
Equipment
| On feet | Hettisus the Corpseransom (0 def, 3 armour) Hettisus the Corpseransom (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 12 nature Changes resistances: +7% fire / +12% nature / +7% cold Changes damage: +9% light Light radius: +3 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 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. |
| On head | Voidrock (1 def, 0 armour) Voidrock (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to daze Changes resistances: +16% acid / +6% darkness / +3% lightning Changes resistances penetration: +5% darkness Changes damage: +11% acid A pointy cloth hat, very wizardly... |
| On hands | Mucklace the iron gauntlets (0 def, 1 armour) Mucklace the iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Effects on melee hit: * Slows global speed by 30% Changes damage: +3% nature Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +21% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | 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. |
| On fingers | Kofast KofastCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes damage: +9% physical Reduces incoming crit damage: 10.00% Maximum encumbrance: +60 Stun/Freeze immunity: +23% Life regen: +1.20 Only die when reaching: -20.00 life Rings can have magical properties. |
| On fingers | wizard's copper ring of tenacity wizard's copper ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +22% Maximum life: +22.00 Rings can have magical properties. |
| Around neck | copper amulet 'Layawen' copper amulet 'Layawen'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +6% acid Talent mastery: +0.15 Technique / Combat techniques Healing mod.: +10% Amulets can have magical properties. |
| In main hand | insidious steel longsword of shearing (16.5-23.1 power, 3 apr) insidious steel longsword of shearing (16.5-23.1 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.5 - 23.1 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% Damage (Melee): +15 insidious poison When wielded/worn: Armour penetration: +5 Changes resistances penetration: +6% physical Changes damage: +5% physical Sharp, long, and deadly. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused 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% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+0 eff.) Fatigue: +12% Changes resistances: +10% fire / +15% cold 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. A chunk of jagged coral, dredged from the ocean. |
| Cloak | Dazzlefury the linen cloak (1 def, 0 armour) Dazzlefury the linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 8 blight Changes resistances penetration: +5% blight Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Gloragaminor the steel mail armour (2 def, 9 armour) Gloragaminor the steel mail armour (2 def, 9 armour)Requires: - Strength 20 - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +9 Defense: +2 (+0 eff.) Fatigue: +14% Changes resistances: +23% acid / +7% cold / +7% mind Allows you to breathe in: water Critical mult.: +3.00% Reduces incoming crit damage: 10.00% Physical save: +10 (+5 eff.) Mental save: +13 (+6 eff.) Maximum life: +40.00 A suit of armour made of mail. |
Inventory
movement infusion (300% speed; 5 turns) movement infusion (300% speed; 5 turns)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 300% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
predatory infusion of the titan (164 crippling poison (23.48/turn); +6% damage to horror) predatory infusion of the titan (164 crippling poison (23.48/turn); +6% damage to horror)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: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: These infusions are a distillation of the potency of a wide variety of natural predators, granting the target a measure of their strengths and senses. Upon using the infusion, your predatory senses allow you to immediately reveal the terrain in a radius 12 around you. In addition, for the duration (17 turns): - You gain infravision out to range 10. - You deal +6% extra damage to chosen prey (creatures of type horror). - Your attacks are have a 43% chance to inflict a crippling poison. The poison inflicts 24.19 nature damage per turn for 7 turns (169.31 total), and each time a poisoned creature tries to use a talent, it will have a 21% chance to fail and lose a turn. Using this infusion never breaks Stealth. Its effects scale with your Constitution 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. |
grounding copper amulet grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Stun/Freeze immunity: +22% Amulets can have magical properties. |
Ebonytrencher EbonytrencherInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+0 eff.) Ranged Defense: +6 (+6 eff.) Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 7 bleed Damage when hit (Melee): 12 darkness Changes stats: +3 Cun Changes damage: +3% darkness Hate when firing a critical mind attack: +2.00 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 44%. Rings can have magical properties. |
copper ring of the mind (+11%) copper ring of the mind (+11%)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% mind Changes damage: +11% mind Rings can have magical properties. |
rogue's steel ring rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+0 eff.) Changes stats: +3 Cun Rings can have magical properties. |
steel ring of clarity steel ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Mental save: +5 (+2 eff.) Confusion immunity: +25% Rings can have magical properties. |
steel ring of perseverance steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +0.80 Rings can have magical properties. |
steel ring of tenacity steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +20% Pinning immunity: +29% Knockback immunity: +22% Maximum life: +23.00 Rings can have magical properties. |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
Morrigor (50-70 power, 12 apr) Morrigor (50-70 power, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stats: 60% Mag, 60% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 21.50 arcane and 21.50 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+12 eff.) Spell crit. chance: +12% This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Penitence (15-18 power, 4 apr, nature element) Penitence (15-18 power, 4 apr, nature element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 120% Mag Damage type: Nature Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% nature Damage affinity(heal): +20% nature Talent granted: +1 Command Staff Spell save: +15 (+8 eff.) Spellpower: +15 (+7 eff.) Spell crit. chance: +10% It can be used to cure up to 4 diseases or poisons (based on Magic), costing 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
steel waraxe 'Deepsdare' (18.5-25.9 power, 3 apr) steel waraxe 'Deepsdare' (18.5-25.9 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 2 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage (Melee): +9 temporal / +5 darkness Damage against: +5% Living When wielded/worn: Damage when hit (Melee): 8 darkness / 7 temporal Changes resistances: +8% temporal Changes resistances penetration: +5% darkness Changes damage: +3% mind One-handed war axes. |
blurring rough leather belt of the mystic blurring rough leather belt of the mysticPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+0 eff.) Stealth bonus: +6 Mental save: +7 (+4 eff.) Spellpower: +2 (+1 eff.) A belt that goes around your waist. |
enveloping linen cloak (6 def, 0 armour) enveloping linen cloak (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of the Shaloren (6 def, 0 armour) enveloping linen cloak of the Shaloren (6 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+0 eff.) Changes stats: +1 Wil / +1 Mag Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Eldoral (1 def, 0 armour) resilient linen cloak of Eldoral (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Cun / +1 Dex Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
insulating pair of iron boots of uncanny dodging (3 def, 3 armour) insulating pair of iron boots of uncanny dodging (3 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+0 eff.) Ranged Defense: +3 (+3 eff.) Fatigue: +2% Changes resistances: +6% cold / +6% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of rough leather boots of uncanny dodging (2 def, 6 armour) miner's pair of rough leather boots of uncanny dodging (2 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Ranged Defense: +3 (+3 eff.) Fatigue: +1% Infravision radius: +2 A pair of boots made of leather. |
pair of iron boots of uncanny dodging (3 def, 3 armour) pair of iron boots of uncanny dodging (3 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+0 eff.) Ranged Defense: +3 (+3 eff.) Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restful iron gauntlets of magic (+3) (0 def, 1 armour) restful iron gauntlets of magic (+3) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +3% arcane Life regen: +1.10 Stamina each turn: +0.50 Maximum stamina: +13.00 Metal gloves protecting the hands up to the middle of the lower arm. |
stabilizing rough leather cap (0 def, 1 armour) stabilizing rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Physical save: +10 (+5 eff.) A cap made of leather. |
fortifying steel mail armour (2 def, 6 armour) fortifying steel mail armour (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Changes stats: +3 Str / +2 Con Maximum life: +30.00 A suit of armour made of mail. |
troll-hide hardened leather armour of Toknor (3 def, 6 armour) troll-hide hardened leather armour of Toknor (3 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+2 eff.) Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Critical mult.: +15.00% Life regen: +3.00 Healing mod.: +10% A suit of armour made of leather. |
corrosive steel shield of reflection (6 def, 2 armour, 16-19.2 power, 38 block) corrosive steel shield of reflection (6 def, 2 armour, 16-19.2 power, 38 block)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.0 - 19.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +38 Damage (Melee): +13 acid When wielded/worn: Armour: +2 Defense: +6 (+0 eff.) Ranged Defense: +6 (+6 eff.) Fatigue: +8% Effects when hit in melee: * 10% chance to corrode armour Changes stats: +2 Con Changes resistances: +11% acid / +11% light / +12% darkness Talent granted: +2 Block Handheld deflection devices. |
coruscating steel shield of physical resistance (+10%) (6 def, 2 armour, 15.5-18.6 power, 42 block) coruscating steel shield of physical resistance (+10%) (6 def, 2 armour, 15.5-18.6 power, 42 block)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.5 - 18.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +42 Damage (Melee): +10 fire When wielded/worn: Armour: +2 Defense: +6 (+0 eff.) Ranged Defense: +6 (+6 eff.) Fatigue: +8% Damage when hit (Melee): 10 fire Changes stats: +2 Str Changes resistances: +12% fire / +10% physical Talent granted: +2 Block Handheld deflection devices. |
iron shield (4 def, 2 armour, 9-10.8 power, 19 block) iron shield (4 def, 2 armour, 9-10.8 power, 19 block)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.0 - 10.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +19 When wielded/worn: Armour: +2 Defense: +4 (+0 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
14 agate 14 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
211 alchemist agate 211 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% 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 Latent Damage Type: Lightning 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 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 spinel 10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature 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. |
preserving brass lantern of focus preserving brass lantern of focusInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Con / +4 Wil Changes resistances: +6% blight Changes damage: +5% mind Life regen: +1.10 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. |
scorching brass lantern of clarity scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +5% fire Mental save: +5 (+2 eff.) Light radius: +2 See stealth: +6 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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 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. |
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. |
3 amethyst 3 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
10 ametrine 10 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
16 zircon 16 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Lightwalker the Dwarf Sun Paladin level 12
32nd Profit 122nd year of Ascendancy at 19:53 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Lightwalker the Dwarf Sun Paladin level 10
27th Profit 122nd year of Ascendancy at 07:28 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Lightwalker the Dwarf Sun Paladin level 4
19th Voratun 122nd year of Ascendancy at 01:01 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Lightwalker the Dwarf Sun Paladin level 7
3rd Profit 122nd year of Ascendancy at 15:13 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Lightwalker the Dwarf Sun Paladin level 15
39th Profit 122nd year of Ascendancy at 21:20 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Lightwalker the Dwarf Sun Paladin level 12
32nd Profit 122nd year of Ascendancy at 17:42 see stats
Log
Burning from Xama the luminous horror hits Ganian the wretchling for 20 fire damage.
Mayythra the snow giant's Living Lightning hits Lightwalker for 39 lightning damage.
Shadow hits Ganian the wretchling for (56 parried), 0 physical (0 total damage).
Acid Splash from Ganian the wretchling hits Shadow for 4 acid damage.
Acid Splash from Ganian the wretchling hits Shadow for 4 acid damage.
Lightwalker receives 16 healing from Shield of Light.
You feel a surge of power as a powerful creature falls nearby.
Emelovea the rattlesnake resists!
Lightwalker resists!
Something hits Ganian the wretchling for 43 light damage.
Emelovea the rattlesnake's aether beam hits Emelovea the rattlesnake for 80 arcane damage.
Emelovea the rattlesnake's aether beam hits Lightwalker for 69 arcane damage.
Lightwalker casts Barrier.
A shield forms around Lightwalker.
Lightwalker is silenced!
Emelovea the rattlesnake's aether beam hits Lightwalker for (69 absorbed), 0 arcane (0 total damage).
Your shield crumbles under the damage!
The shield around Lightwalker crumbles.
Lightwalker shrugs off the effect 'Silenced'!
Emelovea the rattlesnake's aether beam hits Lightwalker for (53 absorbed), 16 arcane (16 total damage).
Lightwalker receives 10 healing from Shield of Light.
Lightwalker resists!
Emelovea the rattlesnake's aether beam hits Lightwalker for 69 arcane damage.
Lightwalker receives 10 healing from Shield of Light.
Mayythra the snow giant casts Flash Freeze.
Lightwalker is frozen to the ground!
Emelovea the rattlesnake casts Arcane Repulsion.
Lightwalker is unhealed for 47 life!
Saving game...
