













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Prowler Class 1.5.10Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. White Monk 1.5.10Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. 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:
Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. 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:
Items Vault 1.5.0Donators/Buyers bonus! The Enforcer 1.5.10Adds the Enforcer. Armed with shield and steamgun, the Enforcer utilizes suppressive fire and crafted grenades of all types to permanently remove foes. Talent icons are from http://game-icons.net/ , cass icon is from https://opengameart.org/content/painterly-spell-icons-part-1 . Gladiator 1.5.10Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Demon Seed Details 1.4.6
This addon is for all you Demonologists out there. Further modifies demon seed names in your inventory to include details about each seed's mods and stats. No more manually tagging hundreds of seeds! I don't do this LUA/addon stuff too often so please forgive any bugs. Currently, switching invenotry tabs for example will remove the details from the seed names. To fix it just close your inventory and open it again. Instrinsic Deception - No Cloak Required 1.5.5UPDATE 1.0.2: Fixed issue with escorts not appearing. Fix applies to new characters only. ADDON DETAILS: Fork of kvaak's Uncloak of Inconvenience Addon, so only the faction gets changed to Allied Kingdoms, and the rest of the data (including starting inscriptions) is left unchanged. This enables Undead Tinkers in Maj'Eyal campaign to have the correct starting inscriptions. There is now no Cloak of Deception, existing or needed. Use this instead of the Uncloak of Inconvenience addon. Version 1.0.1 also makes sure that new undead characters are addressed as human by the NPCs that address you by race. With this addon active, all new characters that have the undead attribute will be addressed as human, even Whitehooves from Embers Races in Maj'Eyal Campaign addon: https://te4.org/games/addons/tome/orcsallraces BASE GAME AND ADDON NOTE: I have discovered that because the check in the default 1.5.5 ToME game for Zigur patrols and betraying to Zigur doesn't check whether the player is undead, that Undead Tinkers start friendly to Zigur and can betray to Zigur until they get some spells or runes. However, the appearance of the Zigur town IS dependent on not being undead, so it is not possible to become anti-magic. Also, undead in Maj'Eyal campaign properly can't use infusions or nature powers, so that part is working as intended. So this addon is fine, it's just that the base 1.5.5 game currently doesn't make Zigur hostile and betraying to Zigur impossible merely because you're undead (read: have arcane aura that can be detected by Zigur). It requires you to have spells or runes, which Undead non-tinkers have, but Undead Tinkers only have neutral Steamtech implants or generators. To properly play an Undead Tinker in Maj'Eyal campaign (with or without addons, as this is the same even with only official game and DLC), I suggest that you do not betray to Zigur and don't use arcane disrupting gear (which should disrupt the normal actions of an undead, but doesn't currently in 1.5.5). ADDON PRIORITY (Load order): 1000 These game files are OVERLOADED (replaced with an edited version when the addon is running): So any mod that doesn't touch these overloaded files should be compatible. This function is SUPERLOADED to insert the fake_race and fake_subrace properties (which shouldn't affect anything else apart from making NPCs address you as human): A 'ToME:load' HOOK applies the faction change for the undead player to Allied Kingdoms. Bladebender 1.5.6 Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Better Item Description 1.5.10This 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 Abomination Race 1.4.9Adds the undead abomination race. Abominations are the hideous result of callous necromancers fusing several dead bodies or loose appendages into one single being. They can augment themselves by assimilating more body parts to their being, even in the heat of battle. Abominations may grow considerably in size after being created and while such extra size may benefit them, growing too large slows them down. Their multitude of body parts makes them hardy and difficult to stun and their multitude of heads make their vision difficult to impair, however the vast amount of minds combined can make them more susceptible to confusion effects They have access to special abomination talents, that improve as they grow in size and constitution. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 30 / 27% |
| Size | small |
| Lifes / Deaths | Killed by The Divine Writhing Mass at level 30 on the 50th Regrowth 123rd year of Ascendancy at 19:52 / 1 |
Primary Stats
| Strength | 1 (base 20) |
| Dexterity | 51 (base 60) |
| Constitution | 1 (base 10) |
| Magic | 1 (base 10) |
| Willpower | 2 (base 10) |
| Cunning | 45 (base 49) |
Resources
| Life | -62/736 |
| Stamina | 0/147 |
| Healing Factor | 1.081052631579 |
| Regeneration | 19.79093013424 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 13 |
| See Stealth | 35.981969560783 |
| See Invisible | 63.981969560783 |
Offense: Mainhand
| Damage | 43 |
| Accuracy | 40 |
| Crit Chance | 27% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 43 |
| Accuracy | 40 |
| Crit Chance | 29% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 0 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 0 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | -42% |
| Nature | -33% |
| Fire | -35% |
| Arcane | -42% |
| Mind | -39% |
| All | -45% |
Offense: Damage Penetration
| Mind | +25% |
| Light | +20% |
| Temporal | +5% |
Defense: Base
| Armour (hardiness) | 33 (57.811550151976%) |
| Defense | 54 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 18 |
| Spell Save | 10 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Blight | + 22%( 70%) |
| Physical | + 24%( 70%) |
| Cold | + 18%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 43%( 70%) |
| Light | + 13%( 70%) |
| Mind | + 10%( 70%) |
| Fire | + 41%( 70%) |
| Nature | + 44%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 100% |
| Poison Resistance | 0% |
| Disarm Resistance | 21% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 20% for 5 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 617% 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. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 154 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 11 turns. While Heroism is active, you will only die when reaching -589 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Artifice | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Duelist | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
| talent | Apply Poison |
| talent | Volatile Poison |
| talent | Leeching Poison |
| talent | Trained Reactions |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 17.3 and stamina regeneration by 1.2. Soothing Darkness |
| beneficial effect | Has 4 throwing knives prepared: 4 KnivesRange: 4 Net Damage: 46 - 64 Accuracy: 53 (knife) APR: 9 Crit Chance: +23% Crit mult: 183% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| detrimental effect | Reduces all damage done by 45% and increase all detrimental effects durations by 6 turns on application. Covered in Gastric Fluids |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 27 defense. Evasion |
| detrimental effect | The target's mind and body is wasting away, reducing all stats by 20. Atrophy |
| detrimental effect | The target is being driven mad by the void, taking 65.94 darkness damage per turn and reducing all powers by 40. Dark Whispers |
| beneficial effect | The target's critical strike damage bonus is increased by 19%. Shadowstrike |
| beneficial effect | Parrying melee and ranged attacks: Has a 65% chance to deflect up to 17 damage from the next 2.5 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Cunning by +1. | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Cunning by +1. | done |
You failed to protect the lost anorithil from death by dire wolf. Escort: lost anorithil (level 2 of Daikara) | failed |
You failed to protect the lost anorithil from death by Ivemina the skeleton magus. Escort: lost anorithil (level 2 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Biofeedback (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest) | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed naga tongue. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Galuchik the Blazerace (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +10 Lck +5 Dex dps ---------- Dmg.mod +3% lightning Res.pen +20% light Melee Ret 8 lightning On Hit (Melee): * 30% chance to daze at end of turn * 30% chance to blind ----- def ----- Armour +3 Fatigue +3% Resists +9% light Stealth +11 A pair of boots made of leather. |
| Light source | Layyna the dwarven lantern1.0 T5 lite [Random Unique] Arcane/Nature While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +10% Spell.pwr +10 (+0 eff.) Res.pen +5% temporal ----- def ----- Resists +19% blight +25% darkness Crit.dmg- 15.00% Max.HP +58.00 ---------- misc Light +4 Infravis +10 See.Invis +28 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 27 cooldown Level 2.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 6 blight damage or heals 20 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | hardened leather cap 'Ololevor' (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Cun +2 Wil dps ---------- Res.pen +15% mind ----- def ----- Armour +3 Fatigue +3% Resists +8% nature Spell.save +6 (+6 eff.) Mind.save +30 (+12 eff.) Max.HP +73.00 Heal.mod +16% ---------- misc Max.hate +4.00 Max.psi +40.00 A cap made of leather. |
| On hands | Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 2.0 Pwr.cost 21 out of 11/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 38.35 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Tool | steel torque of clear mind 'Relgayon' [power 2] (6/9 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Mag dps ---------- Spell.crit +2% Spell.pwr +6 (+0 eff.) S.pwr/crit +6 ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Vim/s.crit +1.00 Absorb and nullify at most 2 detrimental mental status effects in the next 10 turns Puts all charms on 9 cooldown 100% to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
| On fingers | Dairomarach0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +24% nature +6% mind Pinning- +20% Def/telep +5 Res/telep +5% Dur/telep +5% Rings can have magical properties. |
| Around neck | vitalizing copper amulet of constitution (+5)0.1 T1 amulet jewelry [Ego+] Nature While equipped: Stats +5 Con ----- def ----- Phys.save +5 (+3 eff.) Max.HP +31.00 HP.reg +0.80 Amulets can have magical properties. |
| In main hand | Ologar (20.5-26.65 power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Master/Psionic Power 20.5 - 26.7 Mind Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +4 mind On Hit: * 12% chance to cause random gloom * 40% chance to gain 10% of a turn (3/turn limit) * 25% chance to put talents on cooldown While equipped: Stats +3 Cun +2 Wil dps ---------- Dmg.mod +6% mind Res.pen +10% mind Acc +7 (+2 eff.) ----- def ----- Defense +4 (+2 eff.) Disarm- +21% Sharp, short and deadly. |
| Around waist | rough leather belt of burglary1.0 T1 belt armor [Ego+] Master While equipped: Stats +3 Dex +3 Cun +5 Lck ----- def ----- Stealth +6 ---------- misc T.Disarm +5 Infravis +3 A belt that goes around your waist. |
| In off hand | arcing stralite dagger of massacre (36.5-47.45 power, 9 apr)1.0 T4 dagger 1H weapon [Ego] Arcane/Master Power 36.5 - 47.5 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +8 lightning On Hit: * 25% chance for lightning to arc to a second target Sharp, short and deadly. |
| Cloak | Ragerorand (2 def, 7 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +1 Str +2 Con dps ---------- Crit.mult +5.00% S.pwr/crit +4 Dmg.mod +3% arcane Melee Ret 12 blight ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +15% cold Phys.save +9 (+5 eff.) Mind.save +6 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Shadowwind the reinforced leather armour (4 def, 16 armour)9.0 T4 light armor Reqs Str 18 [Random Unique] Nature/Master While equipped: Stats +5 Mag dps ---------- Melee+ 9 fire Ranged+ 8 fire Melee Ret 13 physical ----- def ----- Armour +16 Defense +4 (+2 eff.) Fatigue +8% Resists +23% acid +21% physical +6% darkness +21% fire ---------- misc Mana/s.crit +1.00 Max.vim +10.00 A suit of armour made of leather. |
Inventory
heroism infusion (+6 for 9 turns, die at -418)0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 9 turns. While Heroism is active, you will only die when reaching -418 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heat beam rune of the warrior (80 fire damage)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 80.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 13; dur 16; see demon)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 18) for 16 turns. Your mind will become more receptive for 16 turns, allowing you to sense any demon around. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
copper ring 'Polavena'0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Crit.mult +15.00% Dmg.mod +9% mind ----- def ----- Mind.save +10 (+5 eff.) Heal/summ +40 ---------- misc Max.psi +20.00 Rings can have magical properties. |
savior's copper ring of blight (+10%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% blight ----- def ----- Resists +10% blight Phys.save +7 (+4 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Rings can have magical properties. |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+4 eff.) Rings can have magical properties. |
titan's copper ring of clarity0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+4 eff.) Mind.save +5 (+2 eff.) Confus- +21% Rings can have magical properties. |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings can have magical properties. |
flaming voratun battleaxe (55-82.5 power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego] Arcane Power 55.0 - 82.5 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% On Hit.r1 +17 fire Massive two-handed battleaxes. |
voratun dagger (40-52 power, 9 apr)1.0 T5 dagger 1H weapon [Normal] Power 40.0 - 52.0 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Sharp, short and deadly. |
voratun mace (45.5-63.7 power, 6 apr)3.0 T5 mace 1H weapon Reqs Str 48 [Normal] Power 45.5 - 63.7 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Blunt and deadly. |
Eremilalin the dragonbone starstaff (36-43.2 power, 6 apr, light element)5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Arcane Power 36.0 - 43.2 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +6 Crit +12.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +25 (+1 eff.) S.pwr/crit +10 Dmg.mod +30% light ----- def ----- Armour +6 Resists +12% darkness +12% lightning Poison- +10% Stun/Frz- +15% Teleport- +15% ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 0.16 to 0.19 light damage Puts all charms on 7 cooldown Staves designed for wielders of magic, by the greats of the art. |
Staff of Absorption7.0 staff 2H weapon Reqs Mag 40 [Plot Item] Unknown Power 30.0 - 33.0 Arcane Uses 100% Mag Acc+ +2.5% procs dam / acc Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+0 eff.) Acc +20 (+7 eff.) Absorb energies. Uses 868 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
potent dragonbone magestaff (37-44.4 power, 6 apr, cold element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego] Arcane Power 37.0 - 44.4 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +19 (+0 eff.) Dmg.mod +37% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Normal] While equipped: ----- def ----- Defense +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of voratun boots (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy Armour Training [Normal] While equipped: ----- def ----- Armour +5 Fatigue +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor Reqs Str 48 Heavy Armour Training [Normal] While equipped: ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +16% A suit of armour made of mail. |
voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor Reqs Str 48 Heavy Armour Training [Normal] While equipped: ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +16% A suit of armour made of mail. |
Porywyn the Voidserpent (9 def, 16 armour)17.0 T5 massive armor Reqs Str 60 Heavy Armour Training 3 [Rare] Master While equipped: dps ---------- Dmg.mod +24% mind Res.pen +20% darkness Melee Ret 20 darkness 20 mind ----- def ----- Armour +16 Defense +9 (+3 eff.) Fatigue +26% Resists +29% acid +15% darkness A suit of armour made of metal plates. |
8 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. |
199 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. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+4 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+4 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 176 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. |
5 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. |
5 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 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. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Hantho the Halfling Rogue level 29
32nd Regrowth 123rd year of Ascendancy at 02:31 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Hantho the Halfling Rogue level 7
8th Mirth 122nd year of Ascendancy at 16:09 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Hantho the Halfling Rogue level 18
58th Haze 122nd year of Ascendancy at 08:27 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Hantho the Halfling Rogue level 29
47th Regrowth 123rd year of Ascendancy at 07:39 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Hantho the Halfling Rogue level 10
5th Dusk 122nd year of Ascendancy at 11:46 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Hantho the Halfling Rogue level 20
59th Haze 122nd year of Ascendancy at 07:02 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Hantho the Halfling Rogue level 30
47th Regrowth 123rd year of Ascendancy at 07:39 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Hantho the Halfling Rogue level 10
5th Dusk 122nd year of Ascendancy at 13:52 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Hantho the Halfling Rogue level 30
50th Regrowth 123rd year of Ascendancy at 04:29 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Hantho the Halfling Rogue level 25
24th Regrowth 123rd year of Ascendancy at 08:01 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Hantho the Halfling Rogue level 8
8th Flare 122nd year of Ascendancy at 05:37 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Hantho the Halfling Rogue level 29
39th Regrowth 123rd year of Ascendancy at 06:48 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Hantho the Halfling Rogue level 18
58th Haze 122nd year of Ascendancy at 15:52 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Hantho the Halfling Rogue level 25
7th Regrowth 123rd year of Ascendancy at 21:26 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Hantho the Halfling Rogue level 29
32nd Regrowth 123rd year of Ascendancy at 01:56 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Hantho the Halfling Rogue level 17
42nd Haze 122nd year of Ascendancy at 10:27 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Hantho the Halfling Rogue level 28
31st Regrowth 123rd year of Ascendancy at 06:01 see stats
Log
The Divine Writhing Mass is less impervious to physical effects.
Hantho uses Infusion: Healing.
Hantho stops bleeding.
Hantho receives 167 healing from Infusion: Healing.
Hantho performs a melee critical strike against The Divine Writhing Mass!
The Divine Writhing Mass resists the mind attack!
The Divine Writhing Mass resists the mind attack!
Hantho hits The Divine Writhing Mass for 8 mind, 0 mind, 1 fire, 2 physical, 0 lightning, 1 fire (12 total damage).
Hantho is no longer evading attacks.
Dark Whispers from The Divine Writhing Mass hits Hantho for 49 darkness damage.
Hantho deactivates Blade Flurry.
Hantho uses Throwing Knives.
Hantho's Throwing Knife performs a melee critical strike against The Divine Writhing Mass!
The Divine Writhing Mass become impervious to physical effects.
The Divine Writhing Mass is poisoned!
Hantho leeches life from The Divine Writhing Mass!
Hantho's Throwing Knife hits The Divine Writhing Mass for 5 physical, 1 fire (6 total damage).
Talent Hidden Blades is ready to use.
Talent Infusion: Wild is ready to use.
Dark Whispers from The Divine Writhing Mass hits Hantho for 53 darkness damage.
Malyu uses Infusion: Healing.
Malyu receives 165 healing from Infusion: Healing.
The Divine Writhing Mass casts Terminus.
Malyu regains their strength.
Hantho reacts to damage from The Divine Writhing Mass, mitigating the blow!.
Hantho tries to evade attacks.
Hantho reacts to damage from The Divine Writhing Mass, mitigating the blow!.
Saving game...




































































































