









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Doomed Darkvision Fix 1.6.6NOTE: As of ToME version 1.7.3, this fix has been incorporated into the base game, and so should be deactivated/uninstalled. Tweaks LOS code for both NPCs and the player to properly and consistently respect Dark Vision when determining whether Creeping Darkness blocks sight. Targeting and projection now properly treat Creeping Darkness as transparent if you have Dark Vision, just like any other tile that can be seen through, eliminating awkward behavior when targeting diagonally and/or around corners. If you do not have Dark Vision, these tiles will be treated as opaque. Additionally, NPCs will properly be able to see and target through their own creeping darkness without hindrance. Similar effects to Creeping Darkness such as Cursed Miasma should also be corrected by this addon. This addon hard-overwrites engine and module functions. As such, I cannot fully guarantee compatibility or stability. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Alchemist Notifications 1.7.0Pops up a notification when you collect all the ingredients for an elixir in the Brotherhood of Alchemists quest. Also available as part of the ZOmnibus Addon Pack. Frozen Summoner AI 1.5.10Obsoletion notice: There's a little 'quirk' with the AI where summoned minions of yours will help break you out of any ice you may be stuck in. Unfortunately for you, this also just damages you, which may kill you. This addon removes this behavior entirely. Extends mod.class.Actor:reactionToward(). This addon is safe to enable and disable on existing save files. ZOmnibus Lite 1.7.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Ashes of Urh'Rok 1.7.0Official Expansion!Forbidden Cults 1.7.0Official 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.
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Embers of Rage 1.7.0Official Expansion!Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Skirmisher + Annihilator DeJankifier 1.7.0Fixes various janky behaviour with Skirmisher, Archer, and Annihilator's projectile effects: Talents intended to hit instantly now properly do. In basegame, these classes use extremely fast projectiles in an attempt to simulate instant hits. However, this obviously does not work for many reasons, allowing actors to act in the interim (most obnoxiously, stepping out of the way of said attacks). This can no longer happen with this addon. Grenade Launcher's FX now sync properly with the projectile's impact. In vanilla EoR, the visual shockwave and sound FX are created immediately upon Grenade Launcher triggering, despite the actual projectile having travel time. This addon causes these effects to instead trigger when the grenade actually lands, and additionally adds enhanced VFX for each grenade type. Talents that now hit instantly: This addon tampers with core engine functions. As such I cannot fully guarantee stability or compatibility. Note that Embers of Rage is not required to load this addon. Enjoy! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 20 / 31% |
| Size | medium |
| Lifes / Deaths | Killed by Shardskin at level 20 on the 53rd Haze 122nd year of Ascendancy at 13:50 / 1 |
Primary Stats
| Strength | 34 (base 24) |
| Dexterity | 50 (base 48) |
| Constitution | 24 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 37 (base 30) |
Resources
| Life | -41/592 |
| Stamina | 102/167 |
| Healing Factor | 1.1172674059366 |
| Regeneration | 0.27931685148416 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 5 |
| See Stealth | 29.271521086458 |
| See Invisible | 29.271521086458 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 69 |
| Accuracy | 51 |
| Crit Chance | 11% |
| APR | 16 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +19% |
| Fire | +18% |
| Nature | +3% |
| Physical | +13% |
| Mind | +11% |
| All | 0% |
Offense: Damage Penetration
| Light | +5% |
Defense: Base
| Armour (hardiness) | 13 (36.665047141922%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 14 |
| Mental Save | 29 |
Defense: Resistances
| Mind | + 21%( 70%) |
| Physical | + 24%( 70%) |
| Fire | + 29%( 70%) |
| All | + 11%( 70%) |
Defense: Immunities
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
| Poison Resistance | 0% |
| Knockback Resistance | 62% |
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 234 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 141 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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 550% 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 Dexterity stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Tactical | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Technique / Grappling | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 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 |
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 |
Escort the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest) | active |
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 gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * 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 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. | 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 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 snow giant kidney. * '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.' * 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: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed orc heart. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' | 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 | pair of rough leather boots of disengagement (0 def, 1 armour) =3 cun=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Cun / +2 Dex It can be used to activate talent Disengage, placing all other charms into a 13 cooldown : Effective talent level: 3.9 Power cost: 13 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 185% 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. A pair of boots made of leather. |
| On hands | hardened leather gloves 'Charstreaker' (0 def, 8 armour) =bref=Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +8 Damage (Melee): 10 fire / 6 physical Damage when hit (Melee): 6 fire Changes stats: +1 Cun / +3 Con Changes resistances: +14% fire Changes damage: +3% physical / +9% fire When used to modify unarmed attacks: Power: 117% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Sand Breath (10% chance level 3). When this weapon hits: Fire Breath (20% chance level 3). Damage (radius 1) on hit: +7 physical Damage (radius 2) on crit: +8 physical / +13 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Prismmark (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +20 (+7 eff.) Armour penetration: +1 Physical power: +10 (+3 eff.) Defense: +1 (+0 eff.) Changes resistances: +11% mind Changes damage: +11% mind Mental save: +3 (+2 eff.) Equilibrium when hit: +0.04 Maximum stamina: +10.00 Light radius: +1 A pointy cloth hat, very wizardly... |
| Tool | iron pickaxe 'Glarewinter' (dig speed 29 turns) =Perfect Strike=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Changes stats: +3 Str Changes resistances: +6% fire Changes resistances penetration: +5% light Changes damage: +9% light / +9% fire When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 23 cooldown : Effective talent level: 5.2 Power cost: 23 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper citrine ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 12 light Damage (Ranged): 11 light Changes stats: +1 Mag Changes damage: +10% light Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
| On fingers | wizard's copper ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+6 eff.) Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +22% Maximum life: +20.00 Rings make your fingers look great! |
| Around neck | warrior's copper amulet of mastery (0.10 Technique / Combat training)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +5% physical Talent mastery: +0.10 Technique / Combat training Stamina each turn: +0.30 Amulets make your neck look great! |
| Main armor | mindwoven cashmere robe of the mountain (+10%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all / +10% physical Changes damage: +10% physical Mental save: +20 (+10 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 Light radius: +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. |
| Cloak | Ularain the Windveil (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +3 Cun / +2 Con Changes damage: +3% nature Equilibrium when hit: +0.12 Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Inventory
regeneration infusion of the sneak (heal 252; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 252 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the psychic (res 18%; magical, physical; dur 4; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the sneak (damage 120; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 120.40 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
insulating copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +10% fire / +11% cold Amulets make your neck look great! |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring of darkness (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Rings make your fingers look great! |
gladiator's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +5 Str / +5 Con Rings make your fingers look great! |
gold ring 'Lightningvice'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +6% darkness / +12% lightning Changes resistances penetration: +15% lightning Changes damage: +12% darkness Spell save: +11 (+8 eff.) Maximum stamina: +10.00 Rings make your fingers look great! |
psionicist's gold ring of frost (+20%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% cold Changes damage: +10% cold Mental save: +8 (+4 eff.) Rings make your fingers look great! |
mindwoven linen robe of frost (+18%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all / +18% cold Changes damage: +12% cold Mental save: +15 (+8 eff.) Mindpower: +3 (+2 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of fire (+16%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +11% all / +16% fire Changes damage: +10% blight / +11% fire / +9% nature Poison immunity: +27% Disease immunity: +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. It was corrupted by the digestive sack. |
Eel-skin armour (16 def, 0 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+6 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 22 power out of 50/50) : Effective talent level: 2.0 Power cost: 22 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 31.80 to 95.39 lightning damage (63.59 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Elora the Rimevengeance =slow=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 40% Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +5% darkness / +15% cold A belt that goes around your waist. |
Betheba the linen cloak (1 def, 0 armour) =3 cun=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag / +1 Wil / +3 Cun Spell crit. chance: +3% Mindpower: +10 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Ivenn' (3 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +3 Defense: +3 (+1 eff.) Changes stats: +1 Con Changes resistances: +2% physical Changes resistances penetration: +5% mind Stamina each turn: +1.00 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 26 cooldown : Effective talent level: 2.6 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 27% chance to evade melee and ranged attacks and 20 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
insulating pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% fire / +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Frostwake (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 8 Damage (Melee): 5 fire Changes resistances: +9% acid / +6% fire / +9% cold Changes resistances penetration: +5% acid Changes damage: +3% blight / +3% fire When used to modify unarmed attacks: Power: 96% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 125% When this weapon hits: Fire Breath (10% chance level 1). Damage (radius 2) on crit: +6 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 125% When this weapon hits: Slime Spit (35% chance level 1). These gloves are coated with a thick, green liquid. |
scouring hardened leather gloves of the nighthunter (0 def, 2 armour)Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +2 Effects when hit in melee: * 17 arcane resource burn Changes stats: +2 Cun Changes resistances: +5% darkness Spell save: +10 (+8 eff.) Infravision radius: +1 When used to modify unarmed attacks: Power: 111% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 125% When this weapon crits: Dominate (10% chance level 3). On weapon hit: * 18 arcane resource burn Damage (Melee): +5 darkness It can be used to activate talent Track, placing all other charms into a 13 cooldown : Effective talent level: 2.0 Power cost: 13 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 13 power out of 30/30) : Effective talent level: 1.0 Power cost: 13 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 23.61 to 70.83 lightning damage (47.22 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Gann the Serpentsorrow (0 def, 1 armour) =water, 15 physpen=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +1.0% Armour: +1 Fatigue: +1% Changes resistances: +6% nature / +10% cold Changes resistances penetration: +15% physical Allows you to breathe in: water A cap made of leather. |
Malamas the Starworm (1 def, 4 armour) =25 physpen=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Changes resistances penetration: +20% light / +25% physical Changes damage: +18% acid Psi each turn: +0.12 Mindpower: +3 (+2 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
miner's rough leather cap of constitution (+2) (0 def, 2 armour) =2 con=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +2 Con Infravision radius: +2 A cap made of leather. |
rough leather cap 'Firebreeze' (0 def, 1 armour) =3 con, 10 shrug=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Changes resistances: +9% fire Reduces incoming crit damage: 10.00% Cut immunity: +10% Pinning immunity: +10% A cap made of leather. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Rungof's Fang =7 APR=Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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 (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 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. |
iron torque of psionic shield [power 23] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 23 for 5 turns Activation puts all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. |
cleansing steel torque of psionic shield [power 49] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 49 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
innervating steel torque of clear mind [power 2] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Reduce fatigue by 27% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
piercing steel torque of clear mind [power 2] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Glimith the Lightbraid [power 194] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Defense: +10 (+4 eff.) Changes resistances: +9% light Changes resistances penetration: +20% light Reduces incoming crit damage: 10.00% Blindness immunity: +20% Cut immunity: +10% It can be used to sting an enemy dealing 200 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Heal for 42. Natural totems are made by powerful wilders to store nature power. |
yew totem of stinging 'Xann' [power 260] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +3.0% Armour: +6 Damage when hit (Melee): 6 acid Changes resistances: +4% physical It can be used to sting an enemy dealing 268 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Reduce fatigue by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Ceira the Cornac Brawler level 17
42nd Haze 122nd year of Ascendancy at 16:12 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Ceira the Cornac Brawler level 20
52nd Haze 122nd year of Ascendancy at 03:04 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Ceira the Cornac Brawler level 10
8th Mirth 122nd year of Ascendancy at 02:55 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Ceira the Cornac Brawler level 20
52nd Haze 122nd year of Ascendancy at 02:58 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Ceira the Cornac Brawler level 7
77th Pyre 122nd year of Ascendancy at 22:17 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Ceira the Cornac Brawler level 9
4th Mirth 122nd year of Ascendancy at 00:12 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ceira the Cornac Brawler level 17
46th Haze 122nd year of Ascendancy at 09:13 see stats
Log
Shardskin overcomes the touch of death.
The saw embedded in Ceira flies back its source.
Ceira reacts to damage from Polimina the giant yellow ant, mitigating the blow!.
Burning from Ceira hits Shardskin for 27 fire damage.
Burning from Ceira hits Polimina the giant yellow ant for 57 fire damage.
Bleeding from Polimina the giant yellow ant hits Ceira for (9 flat reduction), 0 physical (0 total damage).
Polimina the giant yellow ant hits Ceira for (15 flat reduction), (40 reacted , -5 stam), 121 fire (121 total damage).
Wisp explodes! Ceira is enveloped in searing light.
Wisp hits Ceira for (15 flat reduction), 20 light (20 total damage).
Shardskin's firestorm hits Ceira for (15 flat reduction), 11 fire (11 total damage).
Ceira is confused and fails to use Infusion: Regeneration.
Polimina the giant yellow ant uses Bloodstream.
Polimina the giant yellow ant misses Ceira.
Polimina the giant yellow ant's tinker attains critical power!
Ceira reacts to damage from Polimina the giant yellow ant, mitigating the blow!.
Shardskin is not stunned anymore.
Ceira seems more focused.
Aeruldabeth, the lost sun paladin says: 'I'm taking a quick break.'
Melee retaliation hits Polimina the giant yellow ant for 0 fire damage.
Burning from Ceira hits Polimina the giant yellow ant for (69 blocked), 0 fire (0 total damage).
Burning from Ceira hits Shardskin for 27 fire damage.
Bleeding from Polimina the giant yellow ant hits Ceira for (15 flat reduction), 7 physical (7 total damage).
Polimina the giant yellow ant hits Ceira for (15 flat reduction), 66 physical, (6 flat reduction), 0 nature, (15 flat reduction), (36 reacted , -5 stam), 108 physical (174 total damage).
Shardskin uses Stunning Blow.
Ceira is stunned!
Melee retaliation hits Shardskin for 4 fire, 2 fire (6 total damage).
Shardskin hits Ceira for (14 flat reduction), 0 blight, (15 flat reduction), 6 arcane, (14 flat reduction), 0 blight, (15 flat reduction), 6 arcane (12 total damage).
Shardskin's firestorm hits Ceira for (15 flat reduction), 38 fire (38 total damage).
Ceira the level 20 cornac brawler was flamed to death by Shardskin and integrated into the crystaline structure on level 4 of Old Forest.































































































