











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Patrol Gold 1.7.6--- DESCRIPTION --- This addon makes enemies in the world map patrol drop a fair amount of gold. Every enemy generated via a world map ambush will drop ten instances of gold, averaging around one gold per instance. If used with the Spells Merchants addon by Akaviriblade, it adds a way to "grind" the patrols for gold so you can buy stat points and whatnot. It should work with every mod, but please let me know if you get a compatibility error! :) --- INSTALLATION --- 1) Download the file 2) Move it inside /(Your Game Directory)/game/addons 3) Launch Tales of Maj'Eyal 4) On the main menu select "Addons" 5) Find "Patrol Gold" and ensure it's active --- COMPATIBILITY --- Not compatible with mods that change data/general/npcs/humanoid_random_boss.lua Updated to work for 1.7.6 Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.7.4Donators/Buyers bonus! Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. 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. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 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. Items Vault 1.7.6Donators/Buyers bonus! Outsiders 1.7.6The Sher'tul wiped out all the gods. All the gods of Eyal in any case, and only the ones that mattered, and not the ones that escapes, and some of them left fragments, and even then there are so many excpetions. Your are a minor god, either from beyond Eyal, or missed by the purge. Beneath the notice of the godkillers. But the Sher'tul are gone, and compared to the mortals you stand well above. This is a continuation of Godling which I published previously and contains the Engineered from that. The three races are: Engineered: a made godlike entity, grows with level (grows: Stats/resources/speed) Lost god: a fallen god from before the godhunt, can spend gold to 'spread faith' gaining abilities (stats/resources/speed/durability/resistances) True Demon: Inspiration for Malrokian modifications. Able to manipulate souls they have captured. Grows with time and kills (stats/resources/speed/durability/affinities) Todo: True demons are supposed to use a dialog to select which 'garden' your using your souls in. True demons should either be using addtemporary for stat gains, or I need to create a superload, as the existing method of pushing an absolute difference is considered 'not best practice' (due to the need to recalculate where stats are applied). 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 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. Race: Android and Addonroid 1.7.6Adds the Android and Addonroid subraces to the Human race. Androids are machines that closely resemble humans in appearance. Addonroids are lifeforms born from abandoned addons. All new icons were made by https://game-icons.net/ . Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. 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 Master world 1.7.4This mod is designed to complete the game at the highest difficulty level. The mod does not affect the game experience of battles with monsters, it only adds the opportunity to become stronger for money. Every merchant in the world offers the player to learn new talent mastery, undergo special training, or create powerful artifacts. Each trader has their own requirements for the level of the player and pricing policy. Mod features Talents manipulation: Special training: Artifactors: Travel in world: Other: Somehow :) 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.
|
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Wanderer3in1 |
| Level / Exp | 16 / 23% |
| Size | huge |
| Lifes / Deaths | Killed by shadow at level 16 on the 22nd Dusk 122nd year of Ascendancy at 22:15 / 1 |
Primary Stats
| Strength | 36 (base 12) |
| Dexterity | 11 (base 12) |
| Constitution | 34 (base 12) |
| Magic | 55 (base 40) |
| Willpower | 26 (base 22) |
| Cunning | 40 (base 26) |
Resources
| Mana | 246/270 |
| Life | -129/850 |
| Positive | 56/95 |
| Steam | 0/100 |
| Insanity | 99/100 |
| Healing Factor | 1.8536459123593 |
| Regeneration | 50.210622749913 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 36 |
| Accuracy | 24 |
| Crit Chance | 12% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +17% |
| Light | +15% |
| Physical | +17% |
| Lightning | +9% |
| All | +5% |
Offense: Damage Penetration
| Arcane | +10% |
Defense: Base
| Armour (hardiness) | 11 (30%) |
| Defense | 12 |
| Ranged Defense | 12 |
| Fatigue | 12 |
| Physical Save | 26 |
| Spell Save | 34 |
| Mental Save | 21 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Arcane | + 11%( 70%) |
| Cold | + 32%( 70%) |
| All | + 6%( 70%) |
| Lightning | + 19%( 70%) |
| Light | + 63%( 70%) |
| Physical | + 27%( 70%) |
| Fire | + 35%( 70%) |
| Mind | + 11%( 70%) |
Defense: Immunities
| Stun Resistance | 21% |
| Pinning Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 55% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 219 damage for 3 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 148 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Spell / Nightfall | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Celestial / Combat | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Celestial / Radiance | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Celestial / Light | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Scintillating Caves. Escort: lost defiler (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved Cunning by +5. | 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 |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed warg claw. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * You've found the needed snow giant kidney. * You've found the needed skeleton mage skull. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Mitir (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Mag dps ---------- Res.pen +10% arcane ----- def ----- Armour +1 Resists +6% cold Die.at -40.00 life ---------- misc Stam/turn +0.40 Mana/turn +0.08 Max.stam +13.00 A pair of boots made of leather. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(78 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | insulating iron helm of the depths (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +7% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Poradaba the iron pickaxe (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Resists +9% lightning +5% arcane +6% mind +15% acid Max.HP +21.00 ---------- misc Max.stam +16.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring 'Islokira'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- Acc +5 (+2 eff.) ----- def ----- Resists +2% physical Die.at -20.00 life HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
| On fingers | painweaver's copper ring of life0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +7 (+4 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +5% all ----- def ----- Max.HP +48.00 HP.reg +8.00 Heal.mod +12% Rings make your fingers look great! |
| Around waist | Darkwreck1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Cun +6 Wil dps ---------- Mind.crit +5% Dmg.mod +9% darkness ----- def ----- HP.reg +0.80 Heal.mod +12% ---------- misc Max.psi +10.00 A belt that goes around your waist. |
| In main hand | steel greatsword of massacre (34-55 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 34.5 - 55.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
| On hands | Ce'Nunor the Floesorrow (5 def, 3 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 lightning Dmg.mod +4% lightning +12% physical Apr +2 Melee Ret 8 physical ----- def ----- Armour +3 Defense +5 (+5 eff.) Resists +5% lightning +9% cold Die.at -20.00 life 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 | troll-hide cured leather armour of acid resistance (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +17% acid Max.HP +31.00 HP.reg +3.20 Heal.mod +13% A suit of armour made of leather. |
| Cloak | Jetfiend the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness Acc +5 (+2 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Defense +1 (+1 eff.) Resists +6% cold Phys.save +9 (+5 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
movement infusion (speed 452%; cd 17)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 452% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Scorchwend0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid +3% fire Res.pen +5% acid On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Resists +46% acid +6% fire Rings make your fingers look great! |
steel battleaxe 'Mayutha' (19-28 power, 12 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Arcane/Psionic Power 19.0 - 28.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +5.0% Atk.spd 100% Phasing +20% Melee+ +7 blight +13 mind On Hit.r1 +16 physical On Hit: 20% Epidemic 2 On Hit: * 19% chance to reduce all saves and defense by 22 * 20% chance to reduce armor by 31% * 10% chance to reduce strength, dexterity, and constitution by 21 While equipped: Stats +2 Cun +3 Wil ----- def ----- Disease- +14% Massive two-handed battleaxes. |
iron mace of massacre (20-27 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Master Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
Muckcut the iron dagger (15-20 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 15.0 - 19.5 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +8 nature While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Resists +12% blight +6% light +3% acid Sharp, short and deadly. |
creative mossy mindstar of balance (2-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic 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: Stats +2 Cun dps ---------- Mind.crit +1% Crit.mult +6.00% Mind.pwr +2 (+1 eff.) ----- def ----- Phys.save +2 (+1 eff.) Spell.save +3 (+1 eff.) Mind.save +2 (+1 eff.) ---------- misc Equi/ret +0.60 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. |
horrifying mossy mindstar of balance (3-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 3.0 - 3.3 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.) Melee+ 5 mind 3 darkness Dmg.mod +3% mind +3% darkness ----- def ----- Phys.save +3 (+2 eff.) Spell.save +3 (+1 eff.) Mind.save +3 (+2 eff.) ---------- misc Equi/ret +0.60 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. |
horrifying mossy mindstar of life (2-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic 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.) Melee+ 4 mind 4 darkness Dmg.mod +3% mind +3% darkness ----- def ----- Max.HP +11.00 HP.reg +0.60 ---------- 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. |
creative thorny mindstar of clarity (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Crit.mult +11.00% Mind.pwr +6 (+3 eff.) ----- def ----- Mind.save +4 (+2 eff.) ---------- misc Max.psi +10.00 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. |
overgrown steel steamgun of dampening4.0 T2 steamgun 1H weapon Reqs Dex 16 [Ego] Nature/Disrupt/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Hit: 10% Overgrowth 2 Uses 2.0 Steam While equipped: ----- def ----- Resists +8% acid +9% lightning +9% cold +9% fire +3% all Spell.save +6 (+3 eff.) HP.reg +0.80 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
tundral pouch of steel shots of disruption (17/17, 22-27 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego+] Nature/Disrupt Power 22.5 - 27.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 17 Ranged+ +8 cold Against +7% Unnatural On Crit.r2 +6 cold On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Shots are used with slings to pummel your foes to death. |
mindwoven cashmere robe of frost (+15%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +10% cold ----- def ----- Resists +11% all +15% cold Mind.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour 'Tularim' (8 def, 2 armour)9.0 T1 light armor [Rare] Disrupt While equipped: Stats +4 Cun dps ---------- Mind.crit +3% ----- def ----- Armour +2 Defense +8 (+8 eff.) Fatigue +6% Resists +11% blight +11% nature +5% arcane +6% acid Phys.save +9 (+5 eff.) A suit of armour made of leather. |
troll-hide hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+8 eff.) Fatigue +8% Max.HP +35.00 HP.reg +7.10 Heal.mod +12% A suit of armour made of leather. |
iron mail armour 'Faluhir' (8 def, 8 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +4 Str dps ---------- Res.pen +5% mind Melee Ret 4 acid ----- def ----- Armour +8 Defense +8 (+8 eff.) Fatigue +12% Resists +9% mind Mind.save +11 (+6 eff.) ---------- misc See.Invis +3 A suit of armour made of mail. |
rejuvenating iron plate armour of lightning resistance (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +15% lightning HP.reg +2.10 ---------- misc Stam/turn +0.50 A suit of armour made of metal plates. |
Areyavena the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Dmg.mod +3% acid Acc +5 (+2 eff.) ----- def ----- Defense +9 (+8 eff.) Stealth +6 Die.at -40.00 life ---------- misc Equi/ret +0.12 Max.hate +4.00 A belt that goes around your waist. |
insulating pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +5% fire +6% cold ---------- misc Stam/turn +0.30 Max.stam +11.00 A pair of boots made of leather. |
scholar's pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +7% lightning +7% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blighted iron gauntlets of magic (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 6 blight Dmg.mod +4% arcane +4% blight ----- def ----- Armour +1 Fatigue +1% Resists +5% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 33.61 to 100.83 lightning damage (67.22 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
iron helm of knowledge (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 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. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
6 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. |
2 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. |
56 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
Trade notes2.0 notes tome [Normal] Read the book. A book with notes about all the merchants and artifactors you met. |
Achievements
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Morita the Ogre Wanderer3in1 level 10
1st Flare 122nd year of Ascendancy at 02:18 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Morita the Ogre Wanderer3in1 level 15
21st Dusk 122nd year of Ascendancy at 15:31 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Morita the Ogre Wanderer3in1 level 8
8th Mirth 122nd year of Ascendancy at 09:03 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Morita the Ogre Wanderer3in1 level 8
6th Mirth 122nd year of Ascendancy at 20:19 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Morita the Ogre Wanderer3in1 level 12
4th Flare 122nd year of Ascendancy at 18:40 see stats
Log
Morita has been healed by a blast of positive energy!
The Withering Thing hits Morita for (13 flat reduction), 0 mind (0 total damage).
Morita receives 529 healing.
Morita casts Invoke Darkness.
Morita hits Something for 0 darkness damage.
Morita hits Shadow for 0 darkness damage.
Morita hits The Withering Thing for (75 deflected), 75 darkness (75 total damage).
Shadow casts Fade.
Shadow fades!
Melee retaliation hits Shadow for 0 physical damage.
Shadow hits Morita for (13 flat reduction), 134 physical (134 total damage).
The Withering Thing is no longer influenced by martyrdom.
The Withering Thing hits Morita for (13 flat reduction), 26 mind (26 total damage).
Talent Judgement is ready to use.
Morita casts Earthen Missiles.
The Withering Thing starts to bleed.
Morita's Earthen Missiles hits The Withering Thing for (17 deflected), 17 physical, (2 deflected), 4 physical (21 total damage).
Morita's Earthen Missiles hits The Withering Thing for (25 deflected), 27 physical, (3 deflected), 3 physical (30 total damage).
Morita's Earthen Missiles hits The Withering Thing for (33 deflected), 33 physical, (2 deflected), 3 physical (36 total damage).
Shadow casts Shadow Lightning.
Shadow's spell attains critical power!
Shadow casts Fade.
Shadow fades!
The Withering Thing hits Morita for (13 flat reduction), 14 mind (14 total damage).
Shadow hits Morita for (13 flat reduction), 373 lightning (373 total damage).
Melee retaliation hits Shadow for 0 physical damage.
Shadow hits Morita for (13 flat reduction), 129 physical (129 total damage).
Morita the level 16 ogre wanderer3in1 was cleaved to death by a shadow on level 3 of Heart of the Gloom.




























































































