











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Parasite-in-Pocket 1.6.0Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Possessor Bonus Class 1.7.3Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Teleport: Krhjkjkfy Unspelled 1.5.10Changes 'Teleport: Kroshkkur' to not be a spell, allowing Drem (who would not be barred for any other reason) to enter Zigur. It can still be silenced. 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 Hulk! 1.4.8 Items Vault 1.7.0Donators/Buyers bonus! Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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 1.7.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Forbidden Cults 1.7.3Official 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.
Ashes of Urh'Rok 1.7.3Official 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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 1.7.3Official 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:
Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Marauder |
| Level / Exp | 18 / 37% |
| Size | medium |
| Lifes / Deaths | Killed by Xysera the rogue at level 13 on the 37th Dusk 122nd year of Ascendancy at 13:09 / 2Killed by Salesenne the warg at level 18 on the 53rd Haze 122nd year of Ascendancy at 06:33 |
Primary Stats
| Strength | 31 (base 29) |
| Dexterity | 41 (base 41) |
| Constitution | 28 (base 22) |
| Magic | 11 (base 10) |
| Willpower | 9 (base 10) |
| Cunning | 26 (base 11) |
Resources
| Life | -11/610 |
| Stamina | 19/148 |
| Psi | 89/99 |
| Healing Factor | 1.3556298990388 |
| Regeneration | 12.539576566109 |
Speed
| Mental | +2.4424906541753E-13% |
| Attack | 0% |
| Movement | +2.2204460492503E-14% |
| Spell | 0% |
| Global | +101.92255432478% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 28.034954192742 |
| See Invisible | 28.034954192742 |
Offense: Mainhand
| Damage | 24 |
| Accuracy | 40 |
| Crit Chance | 13% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 26 |
| Accuracy | 40 |
| Crit Chance | 16% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5.5 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +19% |
| Light | +21% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Acid | +5% |
| Lightning | +10% |
| Physical | +5% |
| Fire | +10% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 22 (38.594633868923%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 0 |
| Physical Save | 37 |
| Spell Save | 47 |
| Mental Save | 21 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Light | + 33%( 70%) |
| Blight | + 18%( 70%) |
| Darkness | + 18%( 70%) |
| Cold | + 13%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Confusion Resistance | 32% |
| Stun Resistance | 52% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 441 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: 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 644% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 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 9 turns. While Heroism is active, you will only die when reaching -464 life. The duration and life will increase by 1% for every 1% life you have lost (currently 937 life, 18 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Parasite | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
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 failed to protect the injured seer from death by Headbangz44. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed skeleton mage skull. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' 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 black mamba head. * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * You've found the needed length of troll intestine. | 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Silanne the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +1 Cun +5 Con dps ---------- Res.pen +5% acid Acc +5 (+2 eff.) On Hit (Melee): * 20% chance to reduce armor by 11% ----- def ----- Armour +1 Rush: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(48 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
| On hands | Spellhunt Remnants (2 def, 3 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+3 eff.) Dmg.mod +10% nature Res.pen +10% nature ----- def ----- Armour +3 Defense +2 (+0 eff.) Spell.save +6 (+2 eff.) Max.HP +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 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. |
| On fingers | copper ring of luminosity0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +1 Mag dps ---------- Melee+ 10 light Ranged+ 11 light Dmg.mod +11% light Rings make your fingers look great! |
| On fingers | savior's copper ring of life0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Phys.save +8 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+4 eff.) Max.HP +46.00 HP.reg +6.00 Heal.mod +11% Rings make your fingers look great! |
| Around neck | a necklace with fangs0.1 T2 amulet jewelry [Unique] Unknown |
| In main hand | Carrionbane the steel mace (20-27 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Master Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +8 light Against +5% Undead While equipped: Stats +1 Con dps ---------- Phys.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) Dmg.mod +9% nature Res.pen +5% physical ----- def ----- Disarm- +10% ---------- misc Psi/ret +0.12 Blunt and deadly. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 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. |
| In off hand | iron dagger 'Infernopunish' (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 10.0 - 13.0 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +4 blight +16 lightning On Crit.r2 +4 blight On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +9% fire Res.pen +10% lightning +10% fire Sharp, short and deadly. |
| Cloak | resilient linen cloak of the guardian (7 def, 4 armour)2.0 T1 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +4 Defense +7 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +10 (+5 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Zuberada (6 def, 10 armour)9.0 T2 light armor [Rare] Nature While equipped: ----- def ----- Armour +10 Defense +6 (+2 eff.) Fatigue +7% Resists +9% cold Crit.dmg- 15.00% Spell.save +3 (+1 eff.) Max.HP +31.00 Stun/Frz- +20% A suit of armour made of leather. |
Inventory
regeneration infusion of the psychic (heal 106; 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 106 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the duelist (absorb 62; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 62 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 Dexterity 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 43; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 43 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. |
shatter afflictions rune of the warrior (absorb 53; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 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 53 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Adotha0.1 T2 ring jewelry [Random Unique] Arcane While equipped: Stats +1 Str +1 Dex +14 Mag +10 Wil dps ---------- Phys.crit +2.0% Phys.pwr +10 (+5 eff.) Spell.pwr +14 (+6 eff.) ----- def ----- Phys.save +3 (+1 eff.) Spell.save +8 (+3 eff.) Rings make your fingers look great! |
Winterraptor0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +11% light +9% cold ----- def ----- Resists +22% light Mind.save +3 (+2 eff.) ---------- misc Max.hate +4.00 Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings make your fingers look great! |
warrior's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str ----- def ----- Armour +6 Blind- +22% ---------- misc Infravis +4 See.Stealth +5 See.Invis +6 Rings make your fingers look great! |
iron dagger 'Hetir' (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 10.0 - 13.0 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit.r1 +4 acid On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% On Hit (Melee): * 10% chance to reduce armor by 11% ----- def ----- Resists +6% temporal Sharp, short and deadly. |
warbringer's steel dagger (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +6% physical ----- def ----- Disarm- +11% Sharp, short and deadly. |
Lisysewen the iron longsword (12-18 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Crit.r2 +16 physical On Crit: * Wound the target dealing 109 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Con dps ---------- Phys.crit +8.0% Phys.pwr +7 (+3 eff.) Res.pen +10% acid ----- def ----- Resists +6% acid Sharp, long, and deadly. |
iron mace 'Airking' (14-19 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Nature Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +6 Con +5 Wil dps ---------- Dmg.mod +6% lightning Res.pen +10% lightning ----- def ----- Resists +3% light Max.HP +12.00 ---------- misc Light +3 Blunt and deadly. |
horrifying vined mindstar of balance (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 3 mind 3 darkness Dmg.mod +3% mind +3% darkness ----- def ----- Phys.save +3 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +3 (+2 eff.) ---------- misc Equi/ret +0.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Blackpierce (19-23 power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Random Unique] Arcane Power 19.0 - 22.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +9 (+4 eff.) Dmg.mod +15% darkness +19% fire ----- def ----- Armour +7 Defense +6 (+2 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.12 Max.mana +30.00 Wards +3 fire Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Magarath the iron waraxe (12-16 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Disrupt Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Against +5% Unnatural While equipped: Stats +1 Wil dps ---------- Res.pen +15% mind On Hit (Melee): * 10% chance to reduce armor by 11% ----- def ----- Resists +3% light Phys.save +3 (+1 eff.) One-handed war axes. |
Frigidwreath the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +1 Str +2 Wil +1 Con dps ---------- Melee Ret 4 temporal 2 cold ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+3 eff.) ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xuthra the Nighttouch (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str dps ---------- Phys.crit +1.0% Res.pen +10% darkness Acc +10 (+3 eff.) Apr +1 ----- def ----- Armour +3 Fatigue +2% Resists +3% nature ---------- misc Stam/turn +0.40 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. |
Goralegar (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +2 Mag +4 Wil +3 Con dps ---------- Mind.crit +5% Melee Ret 10 mind ----- def ----- Armour +2 Fatigue +3% Disarm- +23% ---------- misc Light +2 Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Strikewisp the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Dex +1 Con dps ---------- Res.pen +10% lightning +20% fire ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Gunarion the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Melee Ret 6 mind ----- def ----- Armour +1 Fatigue +1% Resists +12% acid +3% light +8% cold +5% arcane +3% lightning Spell.save +3 (+1 eff.) ---------- misc Breathe water A cap made of leather. |
Sootwhisper the iron helm (10 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Armour +3 Defense +10 (+3 eff.) Fatigue +5% Resists +6% fire +3% light +6% cold Phys.save +3 (+1 eff.) Max.HP +60.00 Disarm- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
mindwoven linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) ---------- misc Psi/turn +0.10 A pointy cloth hat, very wizardly... |
rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+5 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 33.41 to 100.23 lightning damage (66.82 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
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. |
2 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. |
iron pickaxe 'Galeparry' (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +9% lightning Res.pen +5% lightning +25% fire On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- Fatigue -5% Resists +3% darkness While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
Mayirin the Glarewinter2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light ----- def ----- Defense +5 (+1 eff.) Resists +4% physical Max.HP +43.00 ---------- 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Glintknave [power 25] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +4 Con dps ---------- Crit.mult +5.00% Res.pen +10% light Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
8 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. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Headbangz44 the Cornac Marauder level 10
22nd Dusk 122nd year of Ascendancy at 04:22 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Headbangz44 the Cornac Marauder level 18
46th Haze 122nd year of Ascendancy at 19:49 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Headbangz44 the Cornac Marauder level 18
52nd Haze 122nd year of Ascendancy at 19:49 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Headbangz44 the Cornac Marauder level 11
28th Dusk 122nd year of Ascendancy at 14:36 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Headbangz44 the Cornac Marauder level 11
27th Dusk 122nd year of Ascendancy at 03:24 see stats
Log
Salesenne the warg is stunned!
Headbangz44 performs a melee critical strike against Salesenne the warg!
Salesenne the warg's armor corrodes!
Headbangz44 hits Salesenne the warg for (22 parried), 8 physical, 3 blight, 12 lightning, 9 light, 14 light, 23 physical, 7 light, 9 light, 14 light (99 total damage).
Greater Weapon Focus from Headbangz44 hits Salesenne the warg for (22 parried), 2 physical, 7 light, 9 light, 14 light (32 total damage).
Deadly Poison from Salesenne the warg hits Headbangz44 for 17 nature damage.
Salesenne the warg uses Infusion: Wild.
Salesenne the warg is not stunned anymore.
Salesenne the warg is cured!
Salesenne the warg lessens the pain.
Salesenne the warg uses Dual Strike.
Headbangz44 evades Salesenne the warg.
Headbangz44 activates Total Thuggery.
Headbangz44 performs a melee critical strike against Salesenne the warg!
Greater Weapon Focus from Headbangz44 misses Salesenne the warg.
Greater Weapon Focus from Headbangz44 misses Salesenne the warg.
Headbangz44 hits Salesenne the warg for 18 physical, 6 light, 7 light, 11 light, (22 parried), 8 physical, 2 blight, 10 lightning, 7 light, 11 light (78 total damage).
Salesenne the warg uses Venomous Strike.
Headbangz44 is recovering from the damage!
Headbangz44 is poisoned!
Headbangz44 slows down.
Salesenne the warg hits Headbangz44 for 154 nature, 97 nature, 5 mind (257 total damage).
Poison from Salesenne the warg hits Headbangz44 for 40 nature damage.
Deadly Poison from Salesenne the warg hits Headbangz44 for 73 nature damage.
Salesenne the warg uses Dagger Block.
Poison bursts out of Headbangz44's corpse!
Poison from Salesenne the warg hits Headbangz44 for 40 nature damage.
Deadly Poison from Salesenne the warg hits Headbangz44 for 73 nature damage.
Headbangz44 the level 18 cornac marauder was splurged to death by Salesenne the warg on level 1 of The Maze.


































































































