










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.0Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Swordsmaster Class 1.7.4Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Better Item Description 1.7.2This 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 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:
Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other 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 | Thalore |
| Class | Wyrmic |
| Level / Exp | 22 / 95% |
| Size | medium |
| Lifes / Deaths | Killed by Isedhena the skeleton magus at level 19 on the 64th Dusk 122nd year of Ascendancy at 09:53 / 2Killed by Veleyabeth the sandworm at level 22 on the 43rd Haze 122nd year of Ascendancy at 07:00 |
Primary Stats
| Strength | 56.247447312088 (base 51) |
| Dexterity | 19 (base 10) |
| Constitution | 13 (base 11) |
| Magic | 9 (base 10) |
| Willpower | 50.247447312088 (base 43) |
| Cunning | 18 (base 10) |
Resources
| Life | -81/769 |
| Stamina | 243/264 |
| Equilibrium | 102 |
| Healing Factor | 1.0283363011316 |
| Regeneration | 10.05201066898 |
Speed
| Mental | +2.90723440879% |
| Attack | +2.90723440879% |
| Movement | +11.09386761032% |
| Spell | +2.90723440879% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 71 |
| Accuracy | 34 |
| Crit Chance | 25% |
| APR | 9 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 13% |
| Speed | 0.97174897930654 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 9% |
| Speed | 0.97174897930654 |
Offense: Damage Bonus
| Temporal | +9% |
| Lightning | +19% |
| Arcane | +3% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +5% |
| Arcane | +10% |
| Lightning | +20% |
Defense: Base
| Armour (hardiness) | 37.425730020666 (80%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 8 |
| Physical Save | 39 |
| Spell Save | 25 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 30%( 70%) |
| Blight | + 12%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 15%( 70%) |
| All | + 8%( 70%) |
| Lightning | + 27%( 70%) |
| Physical | + 16%( 70%) |
| Fire | + 17%( 70%) |
| Mind | + 10%( 70%) |
Defense: Immunities
| Silence Resistance | 43% |
| Disarm Resistance | 48% |
| Knockback Resistance | 47% |
| Confusion Resistance | 23% |
| Stun Resistance | 90% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 7% |
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 251 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: 10 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 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -482 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1015 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
| Wild-gift / Venom Wyrm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Prismatic Aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Draconic Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Acid Wyrm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Dragon's Breath | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Ice Wyrm | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand Wyrm | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm Wyrm | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire Wyrm | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Draconic Body | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Apex Predator | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Wild-gift / Fungus | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 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 |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved talent Spit Poison (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed ritch stinger. * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed red crystal shard. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed snow giant kidney. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | 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 | Torysus (0 def, 3 armour) =stun/conf=3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% arcane +9% temporal Res.pen +5% arcane ----- def ----- Armour +3 Fatigue +2% Resists +5% arcane Silence- +23% Confus- +23% Stun/Frz- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Airnight the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +20% lightning Melee Ret 4 nature ----- def ----- Defense +5 (+3 eff.) Resists +1% physical Die.at -20.00 life Max.HP +40.00 ---------- misc Stam/turn +2.00 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 | Silivea the Morningripper (1 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +15% lightning Res.pen +5% darkness Melee Ret 4 light ----- def ----- Defense +1 (+1 eff.) Phys.save +5 (+2 eff.) ---------- misc Light +3 A pointy cloth hat, very wizardly... |
| On hands | storm hardened leather gloves of war-making (0 def, 2 armour)1.0 T2 hands armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Mind.crit +6% Crit.mult +8.00% Melee+ 7 lightning Dmg.mod +4% lightning ----- def ----- Armour +2 Resists +5% lightning Unarmed combat: Power 122% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +9.0% Atk.spd 100% On Crit.r2 +5 lightning On Hit: 10% Lightning Breath 3 On Crit: 20% Cripple 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Shiverstun the elm totem of summon tentacle [power 105] (16/25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Melee Ret 6 acid ----- def ----- Resists +9% acid +3% cold +3% mind Die.at -20.00 life Max.HP +60.00 Knockbk- +10% Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 210 Base Damage: 112 Armor: 0 All Resist: 4 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +22.00 Disarm- +20% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
| On fingers | gold ring of perseverance0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
| Around waist | blurring rough leather belt of resilience1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Defense +9 (+5 eff.) Stealth +6 Max.HP +33.00 A belt that goes around your waist. |
| In main hand | Phoenixwell the steel greatmaul (138% power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Arcane/Master Power 138% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 fire On Hit.r1 +9 fire On Crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +9 (+3 eff.) Res.pen +5% arcane Acc +9 (+4 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +3% fire Disarm- +28% Massive two-handed mauls. |
| Socketed Gems | 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. |
| Main armor | Yariregotir (2 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +1 Dex dps ---------- Phys.crit +3.0% ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +6% Resists +15% acid +6% physical Phys.save +19 (+6 eff.) Die.at -20.00 life ---------- misc Stam/turn +2.00 A suit of armour made of mail. |
| Cloak | Marderegobers the linen cloak (6 def, 2 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Armour +2 Defense +6 (+3 eff.) Resists +3% fire HP.reg +4.00 Silence- +20% Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet of dexterity (+3) =3dex=0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +12% lightning Stun/Frz- +23% Amulets make your neck look great! |
Inventory
regeneration infusion of the sneak (heal 187; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 187 life over 5 turns. 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. |
wild infusion of the warrior (res 26%; physical; dur 3; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd 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 26% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Elixir of Focus0.0 potion [Plot Item] Nature Grant you two additional class talent points. A vial of clear, steaming fluid. |
blink rune of the warrior (range 6; phase 18; cd 12)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (97% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 72; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd 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 72 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
insulating copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% fire +11% cold Amulets make your neck look great! |
starlit copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% light +12% darkness Heal.mod +12% Blind- +20% Cut- +40% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 238 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
steel amulet 'Urtholesin'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil ----- def ----- Defense +5 (+3 eff.) Resists +9% blight +6% darkness Crit.dmg- 10.00% Phys.save +18 (+6 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Amulets make your neck look great! |
Arylrasenne =4dex=0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +21% acid Acc +8 (+4 eff.) Melee Ret 4 mind ----- def ----- Resists +12% acid +6% fire +6% nature +6% temporal Rings make your fingers look great! |
marksman's copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% darkness Acc +6 (+3 eff.) ----- def ----- Resists +22% darkness Rings make your fingers look great! |
marksman's steel ring of arcana (+0.13/turn) =3dex=0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) ----- def ----- Silence- +25% ---------- misc Mana/turn +0.13 Rings make your fingers look great! |
titan's copper ring =2con=0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) Rings make your fingers look great! |
Scorchpride (109% power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Nature Power 109% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 cold +10 nature +16 mind On Hit.r1 +8 fire While equipped: dps ---------- Dmg.mod +9% fire ----- def ----- Resists +9% fire ---------- misc Max.psi +20.00 Sharp, short and deadly. |
elemental dwarven-steel greatmaul (149% power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Arcane Power 149% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * Create an explosion dealing 15 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +7% cold Res.pen +7% cold Massive two-handed mauls. |
cruel ash starstaff of wizardry (111% power, 3 apr, light element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag +1 Wil dps ---------- Spell.crit +8% Crit.mult +12.00% Spell.pwr +9 (+9 eff.) Dmg.mod +15% light ---------- misc Max.mana +14.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of illumination (120% power, 4 apr, light element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+9 eff.) Dmg.mod +20% light ----- def ----- Defense +7 (+4 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 47.13 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
chilling dwarven-steel waraxe (119% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane Power 120% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +17 cold One-handed war axes. |
truestriking dwarven-steel waraxe of phasing (119% power, 13 apr)3.0 T3 waraxe 1H weapon [Ego+] Arcane/Master Power 120% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +13 Crit +4.5% Atk.spd 100% Phasing +12% While equipped: dps ---------- Res.pen +7% physical Acc +8 (+4 eff.) Apr +7 One-handed war axes. |
Mardydeyon =2dex=1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Dex dps ---------- Dmg.mod +15% arcane Res.pen +5% blight Melee Ret 2 acid 4 blight ----- def ----- Fatigue -5% ---------- misc Max.enc +22 Max.vim +20.00 A belt that goes around your waist. |
Baleroddarig the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +3% mind ----- def ----- Armour +6 Defense +1 (+1 eff.) Mind.save +5 (+2 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lightningwilder (7 def, 6 armour) =4con=2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Con dps ---------- Res.pen +10% lightning +5% light ----- def ----- Armour +6 Defense +7 (+4 eff.) Phys.save +15 (+5 eff.) ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bariroddaruirak the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+5 eff.) Mov.spd +10% Dmg.mod +3% mind ----- def ----- Armour +3 Fatigue -3% Resists +2% physical Crit.dmg- 5.00% Max.HP +31.00 ---------- misc Stam/turn +0.30 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cheduldil (0 def, 7 armour) =3dex/5con=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex +5 Con ----- def ----- Armour +7 Fatigue +2% ---------- misc Stam/turn +1.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 92% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical 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. |
Betorema (1 def, 0 armour) =physpen=2.0 T1 head armor [Rare] Arcane While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +11% light Res.pen +25% physical ----- def ----- Defense +1 (+1 eff.) Resists +16% light ---------- misc Stam/turn +1.00 A pointy cloth hat, very wizardly... |
Lightbone the rough leather cap (0 def, 1 armour) =3con=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +3% mind ----- def ----- Armour +1 Fatigue +1% Resists +6% mind +6% light ---------- misc Light +2 A cap made of leather. |
iron helm 'Belatta' (0 def, 3 armour) =3dex=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex +1 Wil dps ---------- Res.pen +5% arcane ----- def ----- Armour +3 Fatigue +5% Crit.dmg- 15.00% ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing iron helm of the depths (0 def, 3 armour) =waterbreathing=3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +7% cold Phys.save +12 (+4 eff.) ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Satyrstake the rough leather armour (26 def, 2 armour) =4dex=9.0 T1 light armor [Rare] Master While equipped: Stats +4 Str +4 Dex dps ---------- Dmg.mod +3% nature ----- def ----- Armour +2 Defense +26 (+12 eff.) Fatigue +6% Resists +3% darkness +6% fire Phys.save +7 (+2 eff.) Spell.save +12 (+6 eff.) Silence- +10% A suit of armour made of leather. |
6 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. |
103 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. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
Icesquall the iron pickaxe (dig speed 29 turns) =6dex=3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +6 Dex +1 Wil ----- def ----- Resists +3% cold ---------- misc Spell.cld 10% See.Invis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Alerehad =5dex=2.0 T1 lite [Rare] Arcane While equipped: Stats +5 Dex dps ---------- Melee Ret 12 fire ----- def ----- Armour +2 Resists +6% mind +6% fire Spell.save +3 (+2 eff.) Confus- +10% ---------- misc Stam/turn +2.00 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 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. |
5 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. |
4 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
A View From The Gallery (Insane (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Tines the Thalore Wyrmic level 21
30th Haze 122nd year of Ascendancy at 17:00 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Tines the Thalore Wyrmic level 22
33rd Haze 122nd year of Ascendancy at 06:13 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Tines the Thalore Wyrmic level 10
2nd Mirth 122nd year of Ascendancy at 21:35 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Tines the Thalore Wyrmic level 20
66th Dusk 122nd year of Ascendancy at 04:42 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Tines the Thalore Wyrmic level 19
64th Dusk 122nd year of Ascendancy at 09:42 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Tines the Thalore Wyrmic level 10
3rd Mirth 122nd year of Ascendancy at 14:40 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Tines the Thalore Wyrmic level 13
32nd Dusk 122nd year of Ascendancy at 08:59 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Tines the Thalore Wyrmic level 17
57th Dusk 122nd year of Ascendancy at 05:45 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Tines the Thalore Wyrmic level 19
64th Dusk 122nd year of Ascendancy at 09:54 see stats
Log
Tines uses Change Aspect.
Tines breathes energy!
Veleyabeth the sandworm slows down.
Veleyabeth the sandworm is encased in ice!
Blue ooze is caught in the static field!
Tines hits Veleyabeth the sandworm for (58 rampage shugs off), 218 cold (218 total damage).
Tines hits Blue ooze for 40 STATIC, 360 cold (399 total damage).
Tines killed Blue ooze!
Tines is no longer weakened.
Tines feels pain again.
Burning from Veleyabeth the sandworm hits Iceblock for 31 fire damage.
Veleyabeth the sandworm hits Iceblock for 190 physical damage.
Veleyabeth the sandworm has shrugged off 58 damage and is ready for more.
Veleyabeth the sandworm's deep wound closes.
The unstable sand tunnel collapses!
Veleyabeth the sandworm hits Iceblock for 136 physical damage.
The unstable sand tunnel collapses!
Tines stops burning.
Talent Elemental Spray is ready to use.
Veleyabeth the sandworm is free from the ice.
Tines is weakened by the gloom.
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Veleyabeth the sandworm spits energy!
Tines resists the searing flame!
Tines is on fire!
Veleyabeth the sandworm hits Tines for 162 fire damage.
Tines the level 22 thalore wyrmic was toasted to death by Veleyabeth the sandworm on level 1 of Sandworm lair.










































































