










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Select your Escorts 1.5.0Allows 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 1.5.0Official 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:
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:
Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 20 / 68% |
| Size | medium |
| Lifes / Deaths | Killed by chop chop's Inner Demon at level 20 on the 58th Dusk 122nd year of Ascendancy at 09:56 / 1 |
Primary Stats
| Strength | 58 (base 39) |
| Dexterity | 22 (base 10) |
| Constitution | 20 (base 10) |
| Magic | 44 (base 44) |
| Willpower | 16 (base 10) |
| Cunning | 27 (base 16) |
Resources
| Life | -73/546 |
| Positive | 40/57 |
| Stamina | 172/172 |
| Healing Factor | 1.355261142221 |
| Regeneration | 2.1006547704426 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | +14.67040477844% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 6 |
| Infravision | 2 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 129 |
| Accuracy | 36 |
| Crit Chance | 26% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 10% |
| Speed | 0.87206459411402 |
| Cooldown Reduction | 30.283703103064 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +21% |
| Acid | +6% |
| Fire | +15% |
| All | 0% |
Offense: Damage Penetration
| Mind | +15% |
| Darkness | +5% |
| Light | +25% |
| Temporal | +5% |
Defense: Base
| Armour (hardiness) | -9.1545510799824 (69.102564102564%) |
| Defense | 18 |
| Ranged Defense | 20 |
| Fatigue | 23 |
| Physical Save | 30 |
| Spell Save | 28 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Blight | + 3%( 70%) |
| Arcane | -8%( 70%) |
| Cold | -11%( 70%) |
| All | -20%( 70%) |
| Lightning | + 7%( 70%) |
| Light | -20%( 70%) |
| Temporal | -16%( 70%) |
| Mind | -8%( 70%) |
| Fire | + 3%( 70%) |
| Nature | -6%( 70%) |
Defense: Immunities
| Disarm Resistance | 24% |
| Silence Resistance | 39% |
| Confusion Resistance | 24% |
| Stun Resistance | 57% |
| Pinning Resistance | 5% |
| Instadeath Resistance | 100% |
| Blind Resistance | 21% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 167 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 521 damage for 6 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 313% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Two-handed assault | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Righteous Strength |
| talent | Weapon of Light |
| talent | Chant of Resistance |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+5 cooldowns). Infusion Saturation |
| detrimental effect | The creature that marked the target with light will be healed for all melee attacks against it by 51%. Mark of Light |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | The target has been splashed with acid, taking 8.50 acid damage per turn, reducing armour by 8 and attack by 8. Acid Splash |
| detrimental effect | The target is losing hope, all damage it does is reduced by 15%. Numbing Darkness |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target's light has been drained, reducing light resistance by 21% and damage by 16%. Absorption Strike |
| beneficial effect | The target is protected by the sun, increasing their spell casting speed by 15%, reducing spell cooldowns by 30%, and preventing damage over 66% of your maximum life from a single hit. Suncloak |
| beneficial effect | Increases the effectiveness of all healing the target receives by 28%. Empowered Healing |
| detrimental effect | The target is plagued by inner demons and each turn there's a 14% chance that one will appear. If the caster is killed or the target resists setting his demons loose the effect will end early. Inner Demons |
| detrimental effect | The creature is burnt by light, dealing 10.22 light damage each turn and reducing armour by 25. Lightburn |
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 failed to protect the lost tinker from death by chop chop's Inner Demon. Escort: lost tinker (level 2 of Old Forest) | failed |
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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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 |
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 within6 lumberjacks have died. | done |
Equipment
| On feet | Salemina the Blindgrind (3 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+2 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +2% Damage when hit (Melee): 16 acid Changes resistances: +9% acid Changes resistances penetration: +5% light Changes damage: +6% light Light radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | GlimmersliceInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% light Physical save: +6 (+3 eff.) Silence immunity: +5% Pinning immunity: +5% Stun/Freeze immunity: +15% Only die when reaching: -60.00 life Maximum life: +43.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Erarechak (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 7 physical Changes stats: +10 Str / +6 Wil / +5 Con Changes resistances: +19% blight / +9% nature / +5% arcane / +12% acid Changes resistances penetration: +15% mind Mental save: +14 (+7 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 62.1 Physical damage. If the attack hits, the target is confused (34% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
| Tool | Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +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 | Growcrypt the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +12 (+3 eff.) Damage when hit (Melee): 12 nature Changes stats: +5 Str / +5 Con Changes resistances: +3% nature Changes damage: +3% fire Silence immunity: +24% Mana each turn: +0.15 Spellpower: +7 (+4 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
| On fingers | steel ring 'Isithra'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +14 (+4 eff.) Changes stats: +10 Cun / +10 Dex Changes resistances: +3% temporal Changes resistances penetration: +5% temporal Changes damage: +6% acid Stun/Freeze immunity: +27% Life regen: +1.30 Rings can have magical properties. |
| Around waist | Dawnraptor the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 4 darkness Changes resistances: +9% light Changes resistances penetration: +20% light / +5% darkness Changes damage: +3% light Critical mult.: +6.00% A belt that goes around your waist. |
| In main hand | acidic voratun greatsword (62.5-100 power, 4 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +16 acid Massive two-handed swords. |
| On hands | Yvyvea (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Changes resistances: +9% light / +5% arcane Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Blindness immunity: +10% Silence immunity: +10% Disarm immunity: +24% Stun/Freeze immunity: +15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | searing dwarven-steel mail armour of lightning resistance (3 def, 8 armour)Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +16% Damage (Melee): 11 acid / 9 fire Damage when hit (Melee): 8 acid / 9 fire Changes resistances: +11% acid / +12% fire / +15% lightning A suit of armour made of mail. |
| Cloak | linen cloak 'Haranik' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Defense: +1 (+1 eff.) Changes stats: +4 Str / +2 Dex / +1 Cun Maximum life: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | clarifying copper amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% mind Blindness immunity: +11% Confusion immunity: +24% Infravision radius: +2 Sight radius: +2 See invisible: +6 Amulets can have magical properties. |
Inventory
healing infusion (heal 50)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. 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. |
insulating copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +10% cold / +12% fire Amulets can have magical properties. |
mule's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Maximum encumbrance: +24 Blindness immunity: +22% Infravision radius: +3 See stealth: +8 See invisible: +7 Rings can have magical properties. |
steel ring 'Relgigorn'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +12% mind Changes resistances penetration: +10% mind / +20% temporal Changes damage: +9% mind Physical save: +6 (+3 eff.) Rings can have magical properties. |
steel ring 'Silyma' =26% stun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances penetration: +15% mind Changes damage: +12% mind Critical mult.: +15.00% Stun/Freeze immunity: +26% Life regen: +1.80 Maximum psi: +40.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +3% Rings can have magical properties. |
Abyssbore the dwarven-steel battleaxe (31-46.5 power, 2 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.0 - 46.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +56 insidious poison Burst (radius 2) on crit: +12 fire When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 20 blight / 20 fire Changes damage: +6% fire Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.steel greatmaul 'Shinedredge' (27.5-41.25 power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.5 - 41.3 Uses stat: 120% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 111% Burst (radius 2) on crit: +8 light When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +5 Dex / +2 Mag / +2 Wil Changes resistances penetration: +25% light Massive two-handed mauls. |
arcing voratun greatsword (61-97.6 power, 4 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +17 lightning Massive two-handed swords. |
voratun steamsaw of radiance (38.5-57.75 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 38.5 - 57.8 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +106 Attacks use: 1.0 Steam When used to attack (with talents): Damage (Melee): +10 light When wielded/worn: Armour: +6 Defense: +10 (+6 eff.) Fatigue: +12% Effects when hit in melee: * 13% chance to blind Changes stats: +3 Con / +1 Mag Changes resistances: +10% light Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.Hathiruidan the iron waraxe (12-16.8 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40 arcane resource burn Damage (Melee): +16 insidious poison When wielded/worn: Changes resistances: +6% nature / +12% darkness Changes resistances penetration: +20% mind Spell save: +20 (+10 eff.) One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Scorpionbrawn the linen cloak (8 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +8 (+5 eff.) Changes resistances: +6% fire / +9% mind / +9% light Changes damage: +6% nature Physical save: +7 (+3 eff.) Spell save: +15 (+7 eff.) Poison immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Torchwar the linen cloak (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 16 mind Changes stats: +2 Cun / +2 Dex Changes resistances penetration: +20% fire Changes damage: +6% mind Grants telepathy: Dragon Critical mult.: +10.00% Psi when hit: +0.16 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yvenn the Glimmergasher (7 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +3 Defense: +7 (+4 eff.) Ranged Defense: +6 (+3 eff.) Changes resistances: +9% light / +2% physical Changes damage: +3% physical Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of Iron Throne (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +1 Str / +2 Con Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Quasit's Skull (0 def, 12 armour) =30% stun=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+6 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
This item will automatically be transmogrified when you leave the level.Flashfist the rough leather armour (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 12 fire Changes resistances: +9% nature Changes damage: +12% nature / +18% fire Critical mult.: +11.00% A suit of armour made of leather. |
reinforced voratun shield (12 def, 10 armour, 71-85.2 power, 282.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 71.0 - 85.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +282 When wielded/worn: Armour: +10 Defense: +12 (+7 eff.) Ranged Defense: +12 (+6 eff.) Fatigue: +14% Talent granted: +5 Block Handheld deflection devices. |
10 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. |
98 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. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
Polerewe the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Cun / +2 Wil Grants telepathy: Demon/Minor Demon/Major Critical mult.: +5.00% Hate when firing a critical mind attack: +4.00 Maximum life: +44.00 Mindpower: +2 (+1 eff.) Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Wretchreaper'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 20 nature / 4 darkness Changes resistances: +6% nature Changes resistances penetration: +15% darkness Mental save: +5 (+3 eff.) Light radius: +2 See stealth: +6 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
ash totem of healing 'Gloomwrecker' [power 110] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 20 darkness Changes resistances: +9% mind / +6% darkness Changes resistances penetration: +20% darkness Changes damage: +6% darkness / +6% mind It can be used to heal a target within range 6 (based on Willpower) for 110, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 5 equilibrium. Natural totems are made by powerful wilders to store nature power. |
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. |
12 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. |
6 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. |
12 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 chop chop the Cornac Sun Paladin level 13
1st Summertide 122nd year of Ascendancy at 10:17 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By chop chop the Cornac Sun Paladin level 10
74th Pyre 122nd year of Ascendancy at 12:09 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By chop chop the Cornac Sun Paladin level 20
51st Dusk 122nd year of Ascendancy at 05:01 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By chop chop the Cornac Sun Paladin level 12
78th Pyre 122nd year of Ascendancy at 13:12 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By chop chop the Cornac Sun Paladin level 18
30th Dusk 122nd year of Ascendancy at 13:17 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By chop chop the Cornac Sun Paladin level 13
2nd Mirth 122nd year of Ascendancy at 23:05 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By chop chop the Cornac Sun Paladin level 13
5th Flare 122nd year of Ascendancy at 11:18 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By chop chop the Cornac Sun Paladin level 17
29th Dusk 122nd year of Ascendancy at 23:00 see stats
Log
Chop chop's Inner Demon deactivates Chant of Resistance.
Chop chop's Inner Demon casts Path of the Sun.
Chop chop's Inner Demon casts Path of the Sun.
chop chop receives 305 healing.
chop chop hits Chop chop's Inner Demon for (52 absorbed), 0 physical, 7 acid, 5 acid, 11 light, 6 fire, 11 acid, 5 physical, 10 light, 6 fire, 8 nature, 3 darkness (73 total damage).
chop chop receives 206 healing from Mark of Light from Chop chop.
Chop chop's Inner Demon hits chop chop for (7 absorbed), 0 acid, (3 absorbed), 0 physical, (7 absorbed), 0 light, (4 absorbed), 0 fire, (4 absorbed), 0 nature, (2 absorbed), 0 darkness, (78 absorbed), 0 physical, 5 acid, 3 acid, 9 light, 4 fire (21 total damage).
Chop chop's Inner Demon receives 81 healing.
A shield forms around chop chop.
A shield forms around chop chop's Inner Demon.
Your shield crumbles under the damage!
The shield around chop chop crumbles.
chop chop receives 26 healing from Chop chop's healing light area effect.
Chop chop's Inner Demon receives 26 healing from Chop chop's healing light area effect.
Chop chop's Inner Demon receives 26 healing from Chop chop's healing light area effect.
Chop chop's Inner Demon's sun path area effect hits chop chop for (20 absorbed), 0 light (0 total damage).
Chop chop's Inner Demon's sun path area effect hits chop chop for (6 absorbed), 14 light (14 total damage).
Acid Splash from Chop chop's Inner Demon hits chop chop for 3 acid damage.
Lightburn from Chop chop's Inner Demon hits chop chop for 9 light damage.
Chop chop casts Suncloak.
Chop chop is energized and protected by the Sun!
Chop chop's Inner Demon uses Stunning Blow.
Chop chop is weakened by the darkness!
The shield around chop chop's Inner Demon crumbles.
Chop chop is stunned!
Chop chop's Inner Demon activates Chant of Fortress.
Chop chop's Inner Demon deactivates Chant of Fortitude.
Chop chop's Inner Demon casts Wave of Power.
Saving game...







































































