








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ignore Race/Class Locks 1.7.0Modifies 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.] Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Cultist of Entropy |
| Level / Exp | 22 / 45% |
| Size | medium |
| Lifes / Deaths | Killed by Gloronne the temporal stalker at level 21 on the 55th Haze 122nd year of Ascendancy at 19:40 / 1 |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 24 (base 10) |
| Constitution | 57 (base 51) |
| Magic | 62 (base 51) |
| Willpower | 13 (base 10) |
| Cunning | 40 (base 32) |
Resources
| Life | 613/613 |
| Insanity | 0/100 |
| Healing Factor | 1.315111817684 |
| Regeneration | 2.9590015897889 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 4 |
| See Stealth | 9 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 22 |
| Crit Chance | 16% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 21% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +19% |
| Blight | +22% |
| Arcane | +4% |
| Cold | +13% |
| All | 0% |
| Darkness | +60% |
| Light | +12% |
| Temporal | +25% |
| Physical | +7% |
| Fire | +20% |
| Lightning | +5% |
Offense: Damage Penetration
| Darkness | +50% |
| Light | +25% |
| Temporal | +25% |
| Arcane | +15% |
| Mind | +20% |
Defense: Base
| Armour (hardiness) | 21.213075449774 (46.574340358689%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 24 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 37%( 70%) |
| Arcane | + 27%( 70%) |
| Cold | + 28%( 70%) |
| All | + 19%( 70%) |
| Lightning | + 34%( 70%) |
| Light | + 46%( 70%) |
| Temporal | + 24%( 70%) |
| Physical | + 31%( 70%) |
| Fire | + 31%( 70%) |
| Darkness | + 45%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 47% |
| Bleed Resistance | 100% |
| Confusion Resistance | 64% |
| Fear Resistance | 100% |
| Stun Resistance | 40% |
| Poison Resistance | 100% |
| Blind Resistance | 22% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 227 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 74 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Class Talents
| Demented / Oblivion | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Demented / Madness | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Rift | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Chronophage | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Void | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Calamity | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Revelation |
| talent | Chant of Fortitude |
| talent | Twofold Curse |
| talent | Jinxed Touch |
| talent | Chaos Orbs |
| talent | Power Overwhelming |
| talent | Void Stars |
| talent | Grand Oration |
| talent | Atrophy |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | 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 |
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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed snow giant kidney. * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed bear paw. | active |
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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Hathoduhir the pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +3% darkness Changes damage: +9% temporal Reduces incoming crit damage: 5.00% Cut immunity: +20% Silence immunity: +24% Confusion immunity: +42% Stun/Freeze immunity: +20% Maximum life: +20.00 A pair of boots made of leather. |
| Light source | Garin the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances penetration: +15% arcane Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +5 (+2 eff.) Spell crit. chance: +1% Light radius: +5 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. |
| On head | Unlightoozer the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Damage when hit (Melee): 8 acid Changes stats: +3 Cun / +3 Dex Changes resistances penetration: +5% mind / +10% darkness Changes damage: +6% acid Psi when hit: +0.04 Hate when firing a critical mind attack: +4.00 A cap made of leather. |
| Tool | Belusta the Noonvile (dig speed 31 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 6 light Changes stats: +1 Str Changes resistances: +3% fire Changes resistances penetration: +20% light Changes damage: +9% blight Spell crit. chance: +1% Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring 'Radiancebolt'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +9 Defense: +7 (+4 eff.) Changes resistances: +33% light Changes resistances penetration: +5% light Changes damage: +12% light / +6% blight Blindness immunity: +22% Infravision radius: +4 See stealth: +9 See invisible: +8 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | copper ring 'Eremendil'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Effects on melee hit: * 20% chance to slow global speed by 43% Changes stats: +1 Con Changes resistances: +2% physical Spell save: +3 (+2 eff.) Mental save: +6 (+3 eff.) Confusion immunity: +22% Rings make your fingers look great! |
| Around waist | rough leather belt 'Murkmonster'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +18% lightning / +6% temporal / +5% arcane Changes resistances penetration: +15% darkness A belt that goes around your waist. |
| In main hand | earthen elven-wood bonestaff (25-30 power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +4 Armour Hardiness: +2% Changes damage: +25% darkness Talent granted: +1 Command Staff Physical save: +3 (+1 eff.) Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
| On hands | umbral rough leather gloves of magic (+3) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 darkness Changes stats: +3 Mag Changes resistances: +7% darkness Changes damage: +4% arcane / +4% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Aeruvor the woollen robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes resistances: +22% acid / +13% physical / +22% darkness / +12% fire / +11% cold / +5% arcane / +9% all Changes damage: +8% acid / +7% physical / +15% darkness / +7% cold / +10% fire Talent cooldown: Refit Golem (-2 turns) Silence immunity: +23% Stun/Freeze immunity: +20% Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +7 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Cloak of Deception =cod=Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | BerorimPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Dex / +2 Mag / +5 Cun / +5 Con Changes resistances penetration: +15% mind Changes damage: +5% acid / +7% blight / +10% fire / +5% lightning / +6% cold Critical mult.: +13.00% Life regen: +2.00 Stamina each turn: +0.50 Maximum vim: +50.00 Spellpower: +10 (+4 eff.) Spell crit. chance: +5% Movement speed: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets make your neck look great! |
Inventory
Blood of Life =icky=Infused 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..." |
Blood of Undeath =icky=Powered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
shatter afflictions rune of the titan (absorb 84; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 84 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution 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 spell talent. |
shielding rune of the titan (absorb 221; dur 5; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 221 damage for 5 turns. Its effects scale with your Constitution 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 spell talent. |
grounding copper amulet of mastery (0.10 Demented / Chronophage)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Talent mastery: +0.10 Demented / Chronophage Stun/Freeze immunity: +23% Amulets make your neck look great! |
Brodadur the GlimmerbloomInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Cun / +3 Con Changes resistances: +11% mind Changes damage: +11% mind / +3% light Reduces incoming crit damage: 10.00% Rings make your fingers look great! |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
copper ring 'Nimbuscast'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +22% lightning Changes resistances penetration: +5% darkness Changes damage: +20% lightning Mental save: +6 (+3 eff.) Hate when firing a critical mind attack: +4.00 Rings make your fingers look great! |
ash magestaff 'Betyrivea' (19-23 power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 19.0 - 22.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+5 eff.) Physical power: +5 (+2 eff.) Changes stats: +2 Dex / +4 Con Changes resistances penetration: +10% physical Changes damage: +19% darkness / +3% mind Talent granted: +1 Command Staff Life regen: +0.70 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +13 (+5 eff.) Spell crit. chance: +2% Healing mod.: +10% Staves designed for wielders of magic, by the greats of the art. |
infernal ash bonestaff (15-18 power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 16 fire Changes damage: +15% darkness Talent granted: +1 Command Staff Critical mult.: +18.00% Spellpower: +10 (+4 eff.) Spell crit. chance: +2% See invisible: +5 Staves designed for wielders of magic, by the greats of the art. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
noble's rough leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex / +3 Wil / +7 Cun / +6 Lck Damage against: +16% Summoned Reduced damage from: +15% Summoned Trap disarming bonus: +6 Stealth bonus: +5 Infravision radius: +4 A belt that goes around your waist. |
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 (+10 eff.) Armour penetration: +4 Defense: +1 (+1 eff.) Fatigue: -5% Changes stats: +2 Cun / +1 Dex Maximum life: +42.00 Maximum stamina: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+5 eff.) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
spellwoven woollen robe of darkness (+15%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +15% darkness / +9% all Changes damage: +10% darkness Spell save: +16 (+8 eff.) Spellpower: +2 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Elenodrastir the Oozeradiance (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 2 arcane / 6 nature Changes damage: +6% blight Spell save: +3 (+2 eff.) Stamina each turn: +0.40 Vim when firing critical spell: +2.00 Maximum stamina: +11.00 Spell crit. chance: +3% A pair of boots made of leather. |
Frost Treads (1 def, 4 armour) =ice=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
scholar's pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Stamina each turn: +0.30 Maximum stamina: +14.00 Spellpower: +4 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Silence immunity: +21% Confusion immunity: +22% Stun/Freeze immunity: +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Silence immunity: +23% Confusion immunity: +21% Stun/Freeze immunity: +25% A pair of boots made of leather. |
defender's rough leather cap (5 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Defense: +5 (+3 eff.) Fatigue: +1% Changes resistances: +3% all Physical save: +6 (+3 eff.) A cap made of leather. |
2 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. |
422 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. |
2 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. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 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. |
sapper's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +1 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 40 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. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 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. |
Cobraweeper the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% fire Changes damage: +9% nature Cut immunity: +10% Maximum life: +20.00 Light radius: +5 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. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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 FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 Activation costs 202 power out of 250/400. 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) Activation costs 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. |
2 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. |
6 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. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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 (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Bummer the Skeleton Cultist of Entropy level 10
5th Haze 122nd year of Ascendancy at 17:54 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Bummer the Skeleton Cultist of Entropy level 22
58th Haze 122nd year of Ascendancy at 07:20 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Bummer the Skeleton Cultist of Entropy level 10
5th Haze 122nd year of Ascendancy at 17:53 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Bummer the Skeleton Cultist of Entropy level 20
54th Haze 122nd year of Ascendancy at 02:59 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Bummer the Skeleton Cultist of Entropy level 10
15th Haze 122nd year of Ascendancy at 16:40 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Bummer the Skeleton Cultist of Entropy level 21
56th Haze 122nd year of Ascendancy at 21:33 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Bummer the Skeleton Cultist of Entropy level 15
34th Haze 122nd year of Ascendancy at 17:30 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Bummer the Skeleton Cultist of Entropy level 21
55th Haze 122nd year of Ascendancy at 19:41 see stats
Log
You gain 16.05 gold from the transmogrification of Rainimmortal the yew vilestaff (20-24 power, 4 apr, fire element).
You gain 16.27 gold from the transmogrification of Falodedas (10-12 power, 2 apr, blight element).
You gain 15.79 gold from the transmogrification of Bigodig the Sleetstake.
You gain 3.62 gold from the transmogrification of honing thorny mindstar (8-9 power, 24 apr, mind damage).
You gain 2.43 gold from the transmogrification of blooming vined mindstar of life (5-6 power, 18 apr, mind damage).
You gain 0.50 gold from the transmogrification of steel mace (14-19 power, 3 apr).
You gain 5.43 gold from the transmogrification of elemental steel mace of crippling (15-21 power, 3 apr).
You gain 1.78 gold from the transmogrification of ash longbow of acid.
You gain 1.50 gold from the transmogrification of dwarven-steel greatsword of projection (33-53 power, 2 apr).
You gain 1.74 gold from the transmogrification of chilling dwarven-steel greatsword (38-61 power, 2 apr).
You gain 4.87 gold from the transmogrification of balanced steel greatsword of phasing (26-41 power, 15 apr).
You gain 13.84 gold from the transmogrification of Chargeoblivion the iron greatsword (13-21 power, 1 apr).
You gain 5.18 gold from the transmogrification of warbringer's iron dagger of erosion (10-14 power, 5 apr).
You gain 2.95 gold from the transmogrification of inquisitor's dwarven-steel dagger of massacre (26-33 power, 7 apr).
You gain 11.21 gold from the transmogrification of Hanegrim the steel dagger (20-25 power, 8 apr).
You gain 2.01 gold from the transmogrification of shielding rune of the sneak (absorb 291; dur 4; cd 16).
You gain 0.62 gold from the transmogrification of shatter afflictions rune (absorb 42; cd 21).
You gain 2.11 gold from the transmogrification of blink rune of the titan (range 7; phase 19; cd 17).
You gain 2.02 gold from the transmogrification of movement infusion of the psychic (speed 524%; cd 16).
You gain 6.12 gold from the transmogrification of heroism infusion of the sneak (die at -530; dur 6; cd 34).
You gain 1.17 gold from the transmogrification of healing infusion of the wizard (heal 183; cd 11).
You gain 0.65 gold from the transmogrification of healing infusion (heal 51; cd 13).
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.
Today is the 59th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:45.
Talent Track is ready to use.
Today is the 60th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:10.






























































































