











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Highlander Chest 1.7.6Allows dropping a Transmogrification Chest when you have more than one, Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Embers of Rage 1.7.4Official Expansion!Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Items Vault 1.7.6Donators/Buyers bonus! Infinite Dungeon Challenges Fix 1.7.6Fixes a bug with infinite dungeon challenges caused by clones/summons 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. Go to Landmark 1.7.4Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Live-Updating Locked Tooltip 1.7.6Allows information in locked tooltips to be updated. Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. 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 Item Link Verification 1.0.1Simple addon to request confirmation before linking items into chat. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 17 / 32% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 17 on the 39th Haze 122nd year of Ascendancy at 02:01 / 1 |
Primary Stats
| Strength | 16 (base 12) |
| Dexterity | 18 (base 12) |
| Constitution | 27 (base 12) |
| Magic | 15 (base 12) |
| Willpower | 48 (base 44) |
| Cunning | 34 (base 31) |
Resources
| Mana | 419/446 |
| Equilibrium | 10 |
| Steam | 100/100 |
| Life | -206/660 |
| Psi | 0/295 |
| Stamina | 258/273 |
| Paradox | 904 |
| Healing Factor | 1.6779118280889 |
| Regeneration | 37.233830738989 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 5 |
| See Invisible | 5 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 41 |
| Crit Chance | 11% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +17% |
| Light | +10% |
| Arcane | +9% |
| Cold | +4% |
| All | 0% |
Offense: Damage Penetration
| Acid | +20% |
| Darkness | +20% |
| Arcane | +5% |
| Cold | +20% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 19 (35.65183292883%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 1 |
| Physical Save | 21.6 |
| Spell Save | 27.2 |
| Mental Save | 28 |
Defense: Resistances
| Cold | + 10%( 70%) |
| Acid | + 6%( 70%) |
| Light | + 18%( 70%) |
| Nature | + 3%( 70%) |
| Darkness | + 15%( 70%) |
| Physical | + 1%( 70%) |
| Fire | + 15%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Silence Resistance | 30% |
| Bleed Resistance | 65% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 41% |
| Disarm Resistance | 80% |
| Poison Resistance | 45% |
| Blind Resistance | 45% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 55 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning 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 108 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Tireless Combatant | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Wild-gift / Ooze | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Ambush | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Corruption / Demonic strength | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Norgos Lair. Escort: lost tinker (level 1 of Norgos Lair)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+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. | active |
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 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. | 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: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | 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
| Psionic focus | Gleamvagrant the iron greatsword (16-26 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Psionic Power 16.5 - 26.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 mind +12 light On Hit.r1 +12 light +4 mind On Hit: * 19% chance to reduce all saves and defense by 22 While equipped: Stats +2 Cun +3 Wil dps ---------- Melee Ret 6 light On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Resists +6% light Massive two-handed swords. |
| On hands | rough leather gloves 'Emelata' (0 def, 1 armour) 1.0 T1 hands armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Spell.crit +1% Melee+ 6 cold Dmg.mod +4% cold ----- def ----- Armour +1 Resists +1% physical +5% cold Spell.save +12 (+4 eff.) HP.reg +4.00 Disarm- +80% ---------- misc Talents +2 Iron Grip Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +7 ice On Hit: 10% Ice Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | Shadowsmash the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Acc +10 (+3 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Die.at -20.00 life Max.HP +41.00 ---------- 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. |
| On head | Voryba the Poxtooth (0 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Res.pen +10% nature Melee Ret 2 nature ----- def ----- Armour +1 Fatigue +1% Resists +6% cold Crit.chn- 15.00% Max.HP +60.00 Silence- +10% ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 A cap made of leather. |
| On feet | Ebonykiller (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Con dps ---------- Res.pen +15% darkness ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+2 eff.) Die.at -80.00 life ---------- misc Max.enc +22 Max.stam +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | iron torque of mindblast 'Duvidebers' [power 110] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +20% acid ----- def ----- Defense +15 (+7 eff.) Resists +3% nature +6% acid Mind.save +9 (+5 eff.) Max.HP +40.00 Cut- +20% Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring of life0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +45.00 HP.reg +7.00 Heal.mod +12% Rings make your fingers look great! |
| On fingers | marksman's copper ring of arcana (+0.11/turn)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Silence- +20% ---------- misc Mana/turn +0.11 Rings make your fingers look great! |
| Around neck | Lelystir the Frostpeal0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Crit.mult +5.00% Res.pen +20% cold ----- def ----- Defense +5 (+3 eff.) ---------- misc Stam/turn +1.00 Amulets make your neck look great! |
| In main hand | Brodorefast (14-19 power, 8 apr)3.0 T2 longsword 1H weapon [Random Unique] Arcane Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +3.0% Atk.spd 100% Phasing +11% Melee+ +5 blight +9 cold On Hit: 20% Epidemic 2 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 9 While equipped: dps ---------- Dmg.mod +9% arcane Melee Ret 2 blight On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Disease- +10% Sharp, long, and deadly. |
| Around waist | Festerspawn1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +10% nature On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Resists +3% darkness Crit.chn- 5.00% Max.HP +52.00 Heal.mod +15% A belt that goes around your waist. |
| In off hand | Nerassra (0 def, 4 armour, 13-16 power, 35.5 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 13.5 - 16.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +35 Melee+ +11 light +11 darkness While equipped: Stats +1 Str +3 Dex +3 Mag +1 Cun dps ---------- S.pwr/crit +4 Dmg.mod +10% light +11% darkness Acc +4 (+1 eff.) ----- def ----- Armour +4 Fatigue +8% Resists +15% fire +13% light +12% darkness ---------- misc Mana/turn +0.04 Max.mana +60.00 Talents +1 Block Handheld deflection devices. |
| Cloak | Koryvor the Blindarc (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +5% darkness +5% arcane On Hit (Melee): * 20% chance to slow global speed by 48% * 10% chance to reduce damage dealt by 18% ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Max.HP +36.00 HP.reg +4.30 Heal.mod +12% A suit of armour made of leather. |
Inventory
medical injector implant of the psychic (efficiency 119% / cooldown 63%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 119% efficiency and cooldown mod of 63%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the sneak (speed 537%; 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 increase movement speed by 537% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 225; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 225 life over 5 turns. Its effects scale with your Constitution stat. 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 |
copper ring 'Elidhemira'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +5% physical ----- def ----- Armour +2 Fatigue -5% Resists +6% light +6% blight Phys.save +3 (+1 eff.) Knockbk- +20% ---------- misc Max.enc +23 Max.stam +10.00 Rings make your fingers look great! |
Anaroddazilarain the Lustreseam1.0 T1 belt armor [Rare] Disrupt While equipped: Stats +3 Cun +4 Con dps ---------- Dmg.mod +12% light Res.pen +10% light ----- def ----- Resists +6% acid +6% blight ---------- misc Infravis +2 A belt that goes around your waist. |
rough leather belt 'Betebeth'1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Fatigue -5% Resists +5% arcane +6% cold Heal.mod +5% Silence- +20% ---------- misc Max.enc +23 A belt that goes around your waist. |
Scorchvice (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Res.pen +5% lightning +5% fire Melee Ret 6 fire ----- def ----- Defense +1 (+1 eff.) Resists +3% darkness +3% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hettarodas the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun +3 Wil ----- def ----- Armour +3 Fatigue +2% Resists +3% darkness Phys.save +6 (+2 eff.) Spell.save +14 (+5 eff.) Mind.save +6 (+3 eff.) HP.reg +4.00 Disease- +20% Pinning- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shadowclash the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+3 eff.) Dmg.mod +21% darkness Melee Ret 2 darkness 6 temporal ----- def ----- Armour +1 Resists +5% arcane +3% temporal Unarmed combat: Power 10.5 - 11.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 22.0 - 30.8 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Poliriadamira the Kilnquencher (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Str +4 Dex +3 Cun dps ---------- Res.pen +5% arcane +5% fire ----- def ----- Armour +1 Fatigue +1% Resists +11% darkness +5% arcane Crit.chn- 10.00% ---------- misc Infravis +3 A cap made of leather. |
rough leather hat of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
rough leather armour 'Brandkiss' (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% cold Res.pen +10% light +20% fire Melee Ret 8 fire ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +17% acid +12% fire A suit of armour made of leather. |
5 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. |
215 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. |
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. |
dwarven iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego+] Nature While equipped: Stats +1 Str ----- def ----- Phys.save +5 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +5 (+3 eff.) Max.HP +41.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
brass lantern 'Swampveil'2.0 T1 lite [Rare] Master While equipped: Stats +2 Cun +3 Wil ----- def ----- Resists +3% acid +6% nature ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
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. |
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. |
Achievements
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Grahu the Cornac Adventurer level 10
61st Dusk 122nd year of Ascendancy at 18:14 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Grahu the Cornac Adventurer level 11
67th Dusk 122nd year of Ascendancy at 00:50 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Grahu the Cornac Adventurer level 5
42nd Dusk 122nd year of Ascendancy at 23:11 see stats
Log
Grahu's Beyond the Flesh hits The Withering Thing for (6 deflected), 6 light, 1 mind (8 total damage).
Shadow fades for a moment and then reforms whole again!
Grahu hits Shadow for 0 physical, 5 blight, 9 cold, 6 cold (21 total damage).
Sick warg misses Grahu.
The Withering Thing uses Focus Shadows.
The shadows converge on Grahu!
Grahu's fades into the shadows.
Grahu converts damage to paradox!
Grahu converts some damage to Psi!
Shadow hits Grahu for (16 flat reduction), 9 to psi, (9 converted), 22 physical (32 total damage).
Melee retaliation hits Shadow for 13 light, 2 blight, 2 nature (17 total damage).
Grahu is no longer surging arcane power.
Grahu's Beyond the Flesh performs a melee critical strike against Sick warg!
Agony from Sick warg hits Grahu for (14 flat reduction), 0 mind (0 total damage).
Grahu's Beyond the Flesh hits Sick warg for 89 physical, 9 mind, 13 light, 5 cold, 13 light, 4 mind (135 total damage).
Shadow's is vulnerable to attacks and effects!
Shadow slows down.
Grahu hits Shadow for 55 physical, 5 blight, 9 cold, 6 cold (76 total damage).
Sick warg misses Grahu.
The Withering Thing uses Willful Strike.
The Withering Thing's mind surges with critical power!
Grahu was smashed!
Grahu converts damage to paradox!
Grahu converts some damage to Psi!
The Withering Thing hits Grahu for (16 flat reduction), 44 to psi, (79 converted), 186 physical, (16 flat reduction), (14 converted), 33 physical (265 total damage).
Shadow casts Shadow Flames.
Grahu converts damage to paradox!
Shadow hits Grahu for (16 flat reduction), (87 converted), 205 fire (205 total damage).
Grahu the level 17 cornac adventurer was slowly cooked to death by a shadow on level 3 of Heart of the Gloom.

















































































