











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Allow Respec Anywhere 1.2.3Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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 Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! 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:
Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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 | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Marauder |
| Level / Exp | 13 / 27% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 28 (base 24) |
| Dexterity | 46 (base 30) |
| Constitution | 14 (base 10) |
| Magic | 11 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 30 (base 24) |
Resources
| Life | 390/390 |
| Stamina | 109/109 |
| Healing Factor | 1.0372895330003 |
| Regeneration | 5.4457700482518 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 38.051968732286 |
| See Invisible | 44.051968732286 |
Offense: Mainhand
| Damage | 53 |
| Accuracy | 48 |
| Crit Chance | 7% |
| APR | 28 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 33 |
| Accuracy | 48 |
| Crit Chance | 11% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +5% |
| Physical | +8% |
| Fire | +5% |
| Arcane | +3% |
| Cold | +16% |
| All | 0% |
Offense: Damage Penetration
| Cold | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 10 (38.594633868923%) |
| Defense | 35 |
| Ranged Defense | 35 |
| Fatigue | 0 |
| Physical Save | 17 |
| Spell Save | 27 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Blight | + 18%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 43%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 21%( 70%) |
| Light | + 23%( 70%) |
| Temporal | + 22%( 70%) |
| Physical | + 23%( 70%) |
| Lightning | + 26%( 70%) |
| Fire | + 23%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Confusion Resistance | 32% |
| Teleport Resistance | 10% |
| Stun Resistance | 32% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 155 life over 5 turns. Its effects scale with your Strength stat. |
| 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 21% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 135 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 471% 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. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Effects
| talent | Quickdraw |
| talent | Apply Poison |
| talent | Numbing Poison |
| talent | Chant of Fortitude |
| beneficial effect | Has 8 throwing knives prepared: 8 KnivesRange: 5 Net Damage: 70 - 98 Accuracy: 63 (knife) APR: 10 Crit Chance: +18% Crit mult: 161% Uses Stats: 70% Dex, 50% Str |
| beneficial effect | Parrying melee and ranged attacks: Has a 29% chance to deflect up to 14 damage from the next 2.3 attack(s). Parried attacks cannot crit. Parrying |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * You've found the needed bear paw. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' | 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 within | active |
Equipment
| On feet | Voryrivena (0 def, 7 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Cun +3 Dex ----- def ----- Armour +7 Fatigue +2% Resists +9% lightning Crit.chn- 5.00% Phys.save +3 (+3 eff.) Die.at -20.00 life ---------- misc See.Invis +3 Disengage: Puts all charms on 13 cooldown Level 1.3 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 116% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Emunn the brass lantern2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Resists +3% nature Crit.chn- 5.00% Mind.save +18 (+9 eff.) Disease- +10% Teleport- +10% ---------- misc Light +3 See.Stealth +7 See.Invis +7 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 | rough leather cap 'Cyryvena' (0 def, 2 armour)2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +2 Fatigue +1% Resists +3% blight Spell.save +12 (+6 eff.) Die.at -40.00 life Max.HP +20.00 ---------- misc Infravis +1 A cap made of leather. |
| On hands | Xumiwen the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Dex +1 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Fatigue +1% Crit.chn- 15.00% HP.reg +2.00 ---------- misc Stam/turn +0.50 Max.stam +13.00 See.Invis +3 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. |
| Tool | powerful iron torque of mindblast [power 100] (13 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | marksman's copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% cold Acc +6 (+2 eff.) ----- def ----- Resists +22% cold Rings make your fingers look great! |
| On fingers | copper ring 'Unrydig'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Str +1 Dex +4 Con dps ---------- Phys.pwr +6 (+2 eff.) Apr +3 ----- def ----- Resists +5% arcane +6% light Spell.save +3 (+1 eff.) Rings make your fingers look great! |
| Around neck | stabilizing copper amulet of mastery (0.10 Cunning / Survival)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% temporal Pinning- +21% Knockbk- +20% ---------- misc Masteries +0.10 Cunning/Survival Amulets make your neck look great! |
| In main hand | Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
| Around waist | Winterwild the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Res.pen +15% cold ----- def ----- Resists +6% light +9% darkness Die.at -40.00 life Max.HP +60.00 A belt that goes around your waist. |
| In off hand | iron dagger 'Shockglory' (113% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 113% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit.r1 +4 lightning On Crit.r2 +16 lightning On Hit: * 10% chance to reduce all saves and defense by 13 While equipped: ----- def ----- Resists +6% lightning Sharp, short and deadly. |
| Cloak | linen cloak 'Ce'Nuvea' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+1 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 13 ----- def ----- Defense +1 (+0 eff.) Fatigue -3% Resists +6% nature +3% blight Die.at -60.00 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 | woollen robe of alchemy (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +5% acid +8% physical +5% fire +5% cold ----- def ----- Resists +10% acid +12% physical +11% fire +12% cold +9% all ---------- misc Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
wild infusion of the duelist (res 25%; magical; dur 2; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
titan's copper ring of fire (+22%) =3con=0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Phys.save +6 (+4 eff.) Rings make your fingers look great! |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings make your fingers look great! |
iron longsword 'Nightwing' (103% power, 2 apr) =3cun=3.0 T1 longsword 1H weapon [Rare] Master Power 104% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +4 cold While equipped: Stats +3 Cun dps ---------- Acc +6 (+2 eff.) Melee Ret 2 darkness ----- def ----- Defense +6 (+3 eff.) Resists +3% darkness +6% cold Disarm- +22% Sharp, long, and deadly. |
Polimira (111% power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Power 111% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +9 nature On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) While equipped: Stats +1 Wil dps ---------- Spell.crit +3% Dmg.mod +6% blight Res.pen +6% all Acc +9 (+3 eff.) Apr +5 ---------- misc Mana/s.crit +1.00 One-handed war axes. |
Snowoozer (104% power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 105% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +4.5% Atk.spd 100% On Hit.r1 +12 light While equipped: Stats +1 Con dps ---------- Dmg.mod +9% cold Acc +5 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +22% One-handed war axes. |
grounding rough leather belt of resilience1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +6% temporal Max.HP +33.00 A belt that goes around your waist. |
rough leather belt of unlife =sandcave=1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
linen cloak 'Blindminister' (1 def, 0 armour) =4con=2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +4 Con +4 Wil dps ---------- Melee Ret 2 light ----- def ----- Defense +1 (+0 eff.) Resists +9% cold Mind.save +6 (+3 eff.) ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Zanesus' (1 def, 0 armour) =2mag=2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil +1 Cun dps ---------- Phys.crit +6.0% Melee Ret 2 temporal 2 physical ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+3 eff.) ---------- misc Max.mana +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe of Angolwen (0 def, 0 armour) =3mag=2.0 T1 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.pwr +5 (+5 eff.) S.pwr/crit +3 ----- def ----- Resists +7% all Silence- +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Layeda the Thundermortal (0 def, 1 armour) =4con4will=2.0 T1 feet armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +21% lightning ----- def ----- Armour +1 Phys.save +6 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +15 (+7 eff.) A pair of boots made of leather. |
Runumabar the Prismgore (0 def, 1 armour) =3con=2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +6% mind Res.pen +5% light Melee Ret 10 mind ----- def ----- Armour +1 Resists +3% light Rush: Puts all charms on 21 cooldown Level 3.9 Pwr.cost 21 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
grounding pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Resists +6% lightning +5% temporal ---------- misc Stam/turn +0.40 Max.stam +14.00 A pair of boots made of leather. |
pair of rough leather boots 'Lelebers' (10 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Mind.crit +2% Res.pen +5% physical Melee Ret 2 mind ----- def ----- Armour +1 Defense +10 (+5 eff.) Fatigue -5% Phys.save +6 (+4 eff.) ---------- misc Max.enc +22 Stam/turn +3.00 A pair of boots made of leather. |
iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +11 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% 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. |
sand rough leather gloves of dexterity (+3) (0 def, 6 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 6 physical Dmg.mod +4% physical Acc +11 (+4 eff.) ----- def ----- Armour +6 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. |
Bileoozer (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal +6% nature +3% light ---------- misc Max.hate +6.00 A cap made of leather. |
rough leather cap 'Charwrither' (0 def, 2 armour) =3con=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Melee Ret 4 fire ----- def ----- Armour +2 Fatigue +1% Resists +3% fire Crit.chn- 15.00% Mind.save +3 (+1 eff.) ---------- misc Infravis +1 A cap made of leather. |
Skyusher the rough leather armour (8 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +2 Defense +8 (+4 eff.) Fatigue +6% Resists +25% acid Knockbk- +10% A suit of armour made of leather. |
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. |
141 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 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. |
Eilinama the brass lantern2.0 T1 lite [Rare] Psionic While equipped: dps ---------- S.pwr/crit +2 Dmg.mod +6% arcane +15% blight ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Mana/turn +0.08 Mana/s.crit +2.00 Vim/s.crit +1.00 Light +3 See.Stealth +6 See.Invis +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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 8 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 68.96 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 164 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. |
Bleakmalice [power 176] (13 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +20% darkness Sting an enemy dealing 176 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to increase all damage penetration by 10% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
elm wand of shielding [power 116] (17 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged elm wand of shielding [power 158] (21 cooldown)2.0 T1 wand charm [Ego+] Arcane Create a shield absorbing up to 158 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 21 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By pikl the Cornac Marauder level 10
7th Dusk 122nd year of Ascendancy at 19:48 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By pikl the Cornac Marauder level 7
2nd Mirth 122nd year of Ascendancy at 15:15 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By pikl the Cornac Marauder level 7
79th Pyre 122nd year of Ascendancy at 13:49 see stats
Log
Saving done.
Pikl deactivates Quickdraw.
Pikl activates Quickdraw.
Pikl deactivates Apply Poison.
Pikl activates Apply Poison.
Pikl deactivates Chant of Fortitude.
Pikl activates Chant of Fortitude.
Resting starts...
Rested for 1 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Track is ready to use.
Rested for 19 turns (stop reason: all resources and life at maximum).
You cannot do that on the world map.
There is a ladder to worldmap here (press '' or right click to use).
You feel very confident walking into this place.
Saving game...
Saving done.
Pikl activates Numbing Poison.
Resting starts...
Rested for 102 turns (stop reason: all resources and life at maximum).
There is a ladder to worldmap here (press '' or right click to use).
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.

























































































