










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Tome Ru (Русификатор, бета версия) 1.7.4Данный русификатор находится на стадии разработки (DLC не переведены). Также хочу отметить, что перевод не профессиональный и сделан энтузиастами, поэтому к различным ошибкам просьба относиться с пониманием. Вы можете оставлять свои отзывы, пожелания, а также делиться скриншотами с ошибками перевода в нашем русскоязычном discord по Tales of Maj'Eyal https://discord.gg/gNq4UC7 и даже сами начать участвовать в переводе! Всем приятной игры! Также за помощь в переводе и создании шрифтов благодарим команду Zone of Games. ВАЖНО! Чтобы включить русский язык, нужно в игре ПОСЛЕ СОЗДАНИЯ ПЕРСОНАЖА нажать ESC > Language и выбрать Russian. FAQ (часто задаваемые вопросы): - Почему не переведено главное меню? (Самая высшая версия аддона - самая актуальная) Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Tinker Cave Blacksmith 1.7.0Modifies the Ancient Automatated Teacher from the Embers of Rage DLC (required), adding options for the player to purchase the Steamtech/Blacksmith and Steamtech/Engineering talent trees. A companion piece to Tinker Cave for Everyone; they can be used together or separately. 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. Autosell Schematics 1.7.4Allows schematics to be transmogrified again. 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 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:
Number Codes 1.7.4Replace the sharp codes in Occult Egress with number EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Possessor |
| Level / Exp | 14 / 45% |
| Size | small |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 101 (base 100) |
| Dexterity | 110 (base 100) |
| Constitution | 106 (base 100) |
| Magic | 100 (base 100) |
| Willpower | 105 (base 100) |
| Cunning | 107 (base 100) |
Resources
| Life | 25256/25314 |
| Equilibrium | 48 |
| Psi | 2326/2326 |
| Healing Factor | 1.7317854420059 |
| Regeneration | 5.4551241423187 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +142.73960899035% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 9 |
| See Stealth | 86.837782313376 |
| See Invisible | 86.837782313376 |
Offense: Mainhand
| Damage | 122 |
| Accuracy | 70 |
| Crit Chance | 34% |
| APR | 48 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 115 |
| Accuracy | 70 |
| Crit Chance | 38% |
| APR | 30 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 70 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +23% |
| Acid | +15% |
| Fire | +3% |
| Nature | +23% |
Offense: Damage Penetration
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 27.381474180285 (85.404685247777%) |
| Defense | 62 |
| Ranged Defense | 62 |
| Fatigue | 16 |
| Physical Save | 43.45 |
| Spell Save | 43.15 |
| Mental Save | 43 |
Defense: Resistances
| Nature | + 27%( 70%) |
| Darkness | + 19%( 70%) |
| Light | + 22%( 70%) |
| Cold | + 22%( 70%) |
| Blight | + 18%( 70%) |
| Mind | + 32%( 70%) |
| Fire | + 24%( 70%) |
| All | + 14%( 70%) |
Defense: Immunities
| Pinning Resistance | 22% |
| Confusion Resistance | 23% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 22% |
| Poison Resistance | 50% |
| Knockback Resistance | 21% |
Inscriptions (3/3)
| 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 424 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random 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: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Psionic / Deep horror | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Possession | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Psionic / Body snatcher | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Psionic menace | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Psionic / Battle psionics | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Psionic / Solipsism | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Psionic / Psychic blows | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Wild-gift / Mindstar mastery | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Race / Halfling | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Psionic / Ravenous mind | 1.60 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Cunning / Scoundrel | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Psionic / Mentalism | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Effects
| talent | Psiblades |
| talent | Antimagic Shield |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+43% global speed). Clarity |
Quests
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
Escort the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest) | active |
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 gained talent category Cunning / Scoundrel (at mastery 1.00). | 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 Possessed. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed red crystal shard. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 | Cuthureneg the pair of rough leather boots (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% mind ----- def ----- Armour +3 ---------- misc Hate/m.crit +1.00 Infravis +3 A pair of boots made of leather. |
| Light source | Smolderstun2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +15% acid +3% fire Res.pen +5% acid ----- def ----- Resists +12% fire Phys.save +6 (+0 eff.) Heal.mod +10% ---------- misc Light +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. |
| On head | dwarven-steel helm 'Bloompyre' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Con dps ---------- Melee Ret 4 nature ----- def ----- Armour +4 Fatigue +4% Resists +6% cold +5% nature +9% light Phys.save +6 (+0 eff.) Spell.save +5 (+0 eff.) Mind.save +5 (+2 eff.) Max.HP +46.00 Heal.mod +11% ---------- misc Stam/ret +1.00 Equi/ret +1.30 Battle Cry: Puts all charms on 16 cooldown Level 2.0 Pwr.cost 16 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats -5 Lck ----- def ----- Defense +5 (+1 eff.) Phys.save -10 (+0 eff.) Spell.save -10 (+0 eff.) Mind.save -10 (-3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | marksman's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Max.HP +22.00 Disarm- +22% Pinning- +22% Knockbk- +21% Rings make your fingers look great! |
| On fingers | titan's copper ring of the mind (+11%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con dps ---------- Dmg.mod +11% mind ----- def ----- Resists +11% mind Phys.save +4 (+0 eff.) Rings make your fingers look great! |
| Around waist | Venombender the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +6 Lck dps ---------- Dmg.mod +9% nature Melee Ret 2 light ----- def ----- Resists +6% darkness +3% cold Spell.save +6 (+0 eff.) Stealth +7 ---------- misc T.Disarm +7 Infravis +3 A belt that goes around your waist. |
| In main hand | nature's thorny mindstar (9-10 power, 48 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 9.0 - 9.9 Mind Uses 97% Wil, 58% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +48 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +12 (+3 eff.) Dmg.mod +4% nature ----- def ----- Resists +4% blight Disease- +13% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| In off hand | Serpent's Glare (7-8 power, 30 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 97% Wil, 58% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +30 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 5 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 285.33 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Main armor | rejuvenating dwarven-steel mail armour of resilience (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+0 eff.) Fatigue +12% Max.HP +20.00 HP.reg +2.90 ---------- misc Stam/turn +1.10 A suit of armour made of mail. |
| Around neck | clarifying copper amulet of mastery (0.10 Psionic / Ravenous mind)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% mind Confus- +23% ---------- misc Masteries +0.10 Psionic/Ravenous mind Amulets make your neck look great! |
Inventory
treant's copper ring0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +6% nature +5% blight Poison- +11% Disease- +12% Rings make your fingers look great! |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Tirakai's Maul (32-42 power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 6 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
slime-covered steel greatsword of massacre (32-50 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Disrupt/Master Power 31.5 - 50.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 9% chance to slow global speed by 68% Massive two-handed swords. |
acidic steel longsword of massacre (20-28 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane/Master Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 150 damage over 5 turns and reducing armor and accuracy by 19 Sharp, long, and deadly. |
iron mace (12-17 power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
horrifying vined mindstar of resolve (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 3 mind 3 darkness Dmg.mod +4% mind +2% darkness ----- def ----- Spell.save +2 (+0 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (2-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (2-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (3-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
iron waraxe of massacre (18-24 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
grounding rough leather belt1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +5% temporal A belt that goes around your waist. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather cap of strength (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Coral Spray (8 def, 8 armour, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
48 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 15 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 115.68 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 115.68 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 115 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Madness (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Kyrin the Halfling Possessor level 11
7th Mirth 122nd year of Ascendancy at 15:23 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Kyrin the Halfling Possessor level 10
3rd Mirth 122nd year of Ascendancy at 08:11 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Kyrin the Halfling Possessor level 7
79th Pyre 122nd year of Ascendancy at 09:52 see stats
Log
You gain 1.76 gold from the transmogrification of hardened leather armour of resilience (9 def, 6 armour).
You gain 1.97 gold from the transmogrification of prismatic steel mail armour of temporal resistance (2 def, 6 armour).
You gain 3.03 gold from the transmogrification of grounding pair of iron boots of tirelessness (0 def, 3 armour).
You gain 4.12 gold from the transmogrification of woollen robe of alchemy (0 def, 0 armour).
You gain 0.07 gold from the transmogrification of woollen robe (0 def, 0 armour).
You gain 0.97 gold from the transmogrification of cashmere robe of fire (+11%) (0 def, 0 armour).
You gain 14.64 gold from the transmogrification of Haladrakor the woollen robe (0 def, 0 armour).
You gain 0.10 gold from the transmogrification of linen cloak (1 def, 0 armour).
You gain 3.09 gold from the transmogrification of blurring rough leather belt of the giants.
You gain 3.76 gold from the transmogrification of thought-forged steel waraxe of phasing (16-22 power, 10 apr).
You gain 12.59 gold from the transmogrification of Layarin the iron waraxe (12-16 power, 2 apr).
You gain 14.91 gold from the transmogrification of Fogwilter the steel waraxe (16-22 power, 3 apr).
You gain 7.44 gold from the transmogrification of gunslinger's steel steamgun.
You gain 17.75 gold from the transmogrification of Thunderspar (15-18 power, 3 apr, darkness element).
You gain 4.42 gold from the transmogrification of balanced steel mace of phasing (16-22 power, 11 apr).
You gain 1.69 gold from the transmogrification of flaming dwarven-steel longsword (24-34 power, 4 apr).
You gain 2.94 gold from the transmogrification of chilling steel greatsword of daylight (24-39 power, 2 apr).
You gain 1.45 gold from the transmogrification of acidic dwarven-steel greatsword of massacre (46-74 power, 2 apr).
You gain 3.54 gold from the transmogrification of truestriking steel dagger of massacre (17-22 power, 6 apr).
You gain 1.24 gold from the transmogrification of iron dagger of erosion (10-12 power, 5 apr).
You gain 2.75 gold from the transmogrification of arcing dwarven-steel dagger of phasing (18-23 power, 16 apr).
You gain 1.20 gold from the transmogrification of acidic steel dagger of massacre (20-25 power, 6 apr).
You gain 0.10 gold from the transmogrification of steel ring.
There is a way to the previous level here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Kyrin uses Track.
Talent Attune Mindstar is ready to use.









































































