















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. adventurers_unlocked 1.4.8Allows adventurers to play the game with any combination of other class skills. The adventurer class can now use Skirmisher talents, Stone Warden talents and Cursed Aura, as well as the Tinker system. It also starts with a steam generator, and because I also tend to play with Adventurer Tweaks, it starts with two extra talent and generic points, three extra stat points, and has a mastery of 1.3 in all categories. Select your Escorts 1.5.10Allows 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. 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.] Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Unlock Tinker Escorts 1.5.9Unlocks Tinkers Escorts in the main campaign by "removing" a single line. 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:
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:
Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Maj'Eyal Yeti |
| Class | Adventurer |
| Level / Exp | 17 / 55% |
| Size | medium |
| Lifes / Deaths | Killed by Adin the shalore at level 17 on the 47th Dusk 122nd year of Ascendancy at 11:52 / 1 |
Primary Stats
| Strength | 47 (base 15) |
| Dexterity | 29 (base 12) |
| Constitution | 83 (base 44) |
| Magic | 35 (base 13) |
| Willpower | 42 (base 13) |
| Cunning | 58 (base 29) |
Resources
| Mana | 236/236 |
| Life | -229/783 |
| Paradox | 300 |
| Hate | 98/104 |
| Psi | 132/132 |
| Vim | 40/146 |
| Steam | 100/100 |
| Stamina | 222/222 |
| Equilibrium | 25 |
| Healing Factor | 2.0428063241107 |
| Regeneration | 9.0904881422925 |
Speed
| Mental | +58.563068433501% |
| Attack | 0% |
| Movement | +366.67430576071% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 59 |
| Accuracy | 55 |
| Crit Chance | 20% |
| APR | 4 |
| Speed | 0.63 |
Offense: Offhand
| Damage | 22 |
| Accuracy | 55 |
| Crit Chance | 18% |
| APR | 4 |
| Speed | 0.63 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Light | +10% |
| Temporal | +9% |
| Blight | +4% |
| Physical | +27% |
| Mind | +9% |
Offense: Damage Penetration
| Nature | +5% |
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 172.72283515396 (96.030927835052%) |
| Defense | 39 |
| Ranged Defense | 51 |
| Fatigue | 41 |
| Physical Save | 51 |
| Spell Save | 32 |
| Mental Save | 61 |
Defense: Resistances
| Acid | + 33%( 70%) |
| Blight | + 36%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 70%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 26%( 70%) |
| Light | + 62%( 70%) |
| Lightning | + 20%( 70%) |
| Physical | + 34%( 70%) |
| Fire | + 26%( 70%) |
| Nature | + 54%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 20% |
| Blind Resistance | 10% |
| Silence Resistance | 10% |
| Bleed Resistance | 67% |
| Pinning Resistance | 48% |
| Disarm Resistance | 45% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 48% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.0 steam per turn. Can be activated for an instant burst of 30 steam. |
| 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 441 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 266 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Doom shield | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Matter | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Premonition |
| talent | Chant of Fortress |
| talent | Shards |
| talent | Matter Weaving |
| talent | Hardened Core |
| talent | Icy Skin |
| talent | Beyond the Flesh |
| detrimental effect | The target is poisoned, taking 172.87 nature damage per turn. Poison |
| beneficial effect | You have 41% chances to encase your foes in iceblocks. Algid Rage |
| beneficial effect | The target is rampaging! (+367% movement speed, +59% attack speed, +15% physical damage, +7 physical save, +7 mental save, 23/23 damage shrugged off this turn) Rampaging |
| beneficial effect | Reduces nature damage received by 17%. Premonition Shield |
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 injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Constitution by +2. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | 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 within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
| On hands | Torildir (6 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Damage (Melee): 6 blight Changes resistances: +5% blight / +2% physical / +24% cold Changes damage: +4% blight Silence immunity: +10% Stun/Freeze immunity: +15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | 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 (99 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Cyredheda the Glimmerlace (9 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +1% Changes stats: +3 Str / +3 Con Changes resistances: +3% light Changes damage: +12% physical Light radius: +2 A cap made of leather. |
| On feet | pair of drakeskin leather boots 'Festerqueen' (7 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +7 (+2 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +5% Changes stats: +4 Cun / +4 Con Changes resistances: +9% nature / +3% lightning Changes resistances penetration: +5% nature / +5% lightning Changes damage: +9% mind Physical save: +12 (+4 eff.) Mental save: +17 (+4 eff.) Life regen: +4.20 Healing mod.: +21% A pair of boots made of leather. |
| Tool | Falakor the Chargemalice [power 16] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour: +4 Changes resistances: +5% arcane / +3% lightning Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Blindness immunity: +10% Confusion immunity: +20% Stun/Freeze immunity: +15% Only die when reaching: -60.00 life It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +23% Maximum life: +22.00 Rings can have magical properties. |
| On fingers | savior's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +8 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +25% Pinning immunity: +23% Knockback immunity: +25% Maximum life: +27.00 Rings can have magical properties. |
| Around neck | GaliruirimInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Str / +2 Wil Mental save: +30 (+7 eff.) Hate when firing a critical mind attack: +4.00 Maximum hate: +4.00 Mindpower: +12 (+4 eff.) Mental crit. chance: +7% Amulets can have magical properties. |
| In main hand | Cuthesta (10 def, 17 armour, 45-54 power, 188.5 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 45.0 - 54.0 Uses stat: 101% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +188 Damage (Melee): +12 acid Burst (radius 2) on crit: +29 light / +30 darkness When wielded/worn: Armour: +17 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 14% chance to corrode armour by 30% Changes stats: +5 Con Changes resistances: +18% acid / +3% cold / +10% light / +13% darkness Changes damage: +9% temporal Talent granted: +4 Block Cut immunity: +10% Pinning immunity: +5% Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
| Around waist | 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 | coruscating steel shield of radiance (6 def, 2 armour, 15-18 power, 42 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.0 - 18.0 Uses stat: 101% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +42 Damage (Melee): +11 light / +11 fire When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Effects when hit in melee: * 16% chance to blind Damage when hit (Melee): 14 fire Changes stats: +2 Str / +1 Mag / +3 Con Changes resistances: +12% light / +13% fire Talent granted: +2 Block Handheld deflection devices. |
| Cloak | murderer's linen cloak of the hunter (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +20 (+6 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Fatigue: -5% Changes stats: +2 Cun / +2 Dex Maximum life: +44.00 Maximum stamina: +12.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Salyyamida the steel plate armour (12 def, 12 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Fatigue: +22% Changes stats: +3 Mag / +5 Wil / +6 Cun Changes resistances: +3% acid / +19% cold Changes damage: +3% acid Mental save: +25 (+6 eff.) Spellpower on spell critical (stacks up to 3 times): +2 A suit of armour made of metal plates. |
Inventory
regeneration infusion of the sneak (heal 349 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 349 life over 5 turns. Its effects scale with your Cunning 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. |
regeneration infusion of the warrior (heal 362 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 362 life over 5 turns. Its effects scale with your Strength 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. |
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
teleportation rune of the duelist (range 84)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 84 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
psionicist's copper ring of light (+22%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% light Changes damage: +11% light Mental save: +6 (+1 eff.) Rings can have magical properties. |
steel ring 'Sunslice'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Effects on melee hit: * 15% chance to blind Changes stats: +2 Dex / +2 Mag Changes resistances: +10% blight Changes damage: +10% blight Maximum encumbrance: +22 Blindness immunity: +23% Infravision radius: +3 See stealth: +8 See invisible: +6 Rings can have magical properties. |
Ragaroddadir (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Defense: +10 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +2 Dex / +3 Wil Physical save: +9 (+3 eff.) Mental save: +6 (+1 eff.) Healing mod.: +25% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Camysarek the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes stats: +9 Str / +6 Dex Maximum encumbrance: +21 Physical save: +6 (+2 eff.) A pair of boots made of leather. |
pair of rough leather boots 'Brodehir' (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Wil / +3 Mag Spell save: +15 (+7 eff.) Mana when firing critical spell: +4.00 Vim when firing critical spell: +2.00 Spell crit. chance: +2% Damage Shield penetration: +40% It can be used to blink to a nearby random location (rad 8), putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
blighted iron gauntlets of magic (+2) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 blight Changes stats: +2 Mag Changes resistances: +6% blight Changes damage: +3% blight / +4% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Unlightquarry' (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +1 Damage (Melee): 7 fire Changes stats: +4 Dex Changes resistances: +6% fire / +2% physical Changes damage: +4% fire Only die when reaching: -80.00 life Metal gloves protecting the hands up to the middle of the lower arm. |
Erelyrab the iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +1 Dex / +1 Mag / +6 Wil / +1 Cun Physical save: +11 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Islasenn' (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +6 Wil Changes resistances: +15% blight / +8% darkness Changes resistances penetration: +15% blight Changes damage: +6% arcane Spell save: +10 (+5 eff.) Mental save: +26 (+6 eff.) Mana when firing critical spell: +1.00 Light radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 8 turns. A cap made of leather. |
shielding linen wizard hat of balance (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Mag Spell save: +5 (+2 eff.) Equilibrium when hit: +0.80 Psi when hit: +0.80 Hate when hit: +0.70 A pointy cloth hat, very wizardly... |
impenetrable dwarven-steel mail armour of fire resistance (3 def, 16 armour)Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +16 Defense: +3 (+1 eff.) Fatigue: +16% Changes resistances: +24% fire A suit of armour made of mail. |
shocking voratun shield (12 def, 3 armour, 64.5-77.4 power, 215 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 64.5 - 77.4 Uses stat: 101% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +215 On weapon hit: * 12% chance to daze at end of turn When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage (Melee): 6 lightning Damage when hit (Melee): 15 lightning Talent granted: +5 Block Handheld deflection devices. |
3 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. |
80 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. |
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. |
iron pickaxe 'Brodilathamnir' (dig speed 29 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +1 Str Changes resistances: +6% nature Reduces incoming crit damage: 15.00% Disarm immunity: +15% Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Stormshine the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +5 Cun / +6 Mag Changes resistances: +15% lightning Mental save: +5 (+1 eff.) Light radius: +2 See stealth: +6 See invisible: +14 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. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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 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. |
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. |
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. |
2 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
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Wook Lightning the Maj'Eyal Yeti Adventurer level 8
2nd Flare 122nd year of Ascendancy at 11:03 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Wook Lightning the Maj'Eyal Yeti Adventurer level 10
2nd Dusk 122nd year of Ascendancy at 14:41 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Wook Lightning the Maj'Eyal Yeti Adventurer level 13
13rd Dusk 122nd year of Ascendancy at 05:20 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Wook Lightning the Maj'Eyal Yeti Adventurer level 7
7th Mirth 122nd year of Ascendancy at 21:15 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Wook Lightning the Maj'Eyal Yeti Adventurer level 11
5th Dusk 122nd year of Ascendancy at 07:19 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Wook Lightning the Maj'Eyal Yeti Adventurer level 17
42nd Dusk 122nd year of Ascendancy at 05:06 see stats
Log
Wook Lightning performs a melee critical strike against Concsey the human!
Concsey the human hits Wook Lightning for 5 cold, 12 fire, 8 acid, 5 cold, 12 fire, 8 acid (49 total damage).
Wook Lightning hits Concsey the human for 69 physical, 18 acid, 11 blight, 38 light, 45 darkness, 15 physical, 14 light, 17 fire, 11 blight (237 total damage).
Concsey the human summons a Spider!
Wook Lightning uses Algid Rage.
Wook Lightning uses Rampage.
Wook Lightning begins rampaging!
Your movements fuel your rampage! (+1 duration)
Giant spider uses Spit Poison.
Wook Lightning is poisoned!
Wook Lightning receives 104 healing.
Giant spider hits Wook Lightning for 56 nature damage.
Concsey the human summons a Ritch Flamespitter!
Wook Lightning uses Slam.
Wook Lightning slams giant spider!
Giant spider is encased in ice!
Wook Lightning slams ritch flamespitter!
Ritch flamespitter is stunned!
Your rampage is invigorated by the collosal slam! (+1 duration)
Wook Lightning hits Ritch flamespitter for 47 physical damage.
Wook Lightning hits Giant spider for 47 physical damage.
Giant spider forces the iceblock to shatter.
Wook Lightning has shrugged off 23 damage and is ready for more.
Giant spider is free from the ice.
Adin the shalore casts Invoke Darkness.
Adin the shalore's spell attains critical power!
Your hatred grows even as your life fades! (+55 hate)
Saving game...









































































