














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | The Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. Bloodriver Adherent Class 1.7.6Adds Bloodriver Adherent class, a Mage subclass. Bloodriver Adherents are very in tune with arcane energies, their mana will buffer any harm done to them. It also makes them know basic elemental spells innately. Bloodriver Adherent talents revolves mainly on their bleed mechanics. A lot of talents costs both mana and life to cast. There are around 11 custom made talent category which you can choose. Some are essential to Bloodriver Adherent, as this subclass try to utilize bleed as much as possible. There are currently 9 variation of totems. 5 which you will learn by default, and the remaining 4 you will learn by: This subclass is a bit tricky to play and on the harder side of difficulty-wise. Also beware, some of the talents are very powerful, but makes no distinguishing between friend or foe, so you may harm your allies, or even yourself! If you are starting as humans, halflings, elves, or ogres, there is a small quest given at birth, you can do the quest and get some reward for it. There are also some lore fragments scattered regarding The Bloodrivers. Please enjoy your time as One of The Bloodriver Adherents! Best regards, Shad3. White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Necromancy fix 1.7.6In this addon, I want to fix obvious and not so obvious shortcomings in the behavior of skills. Rime wraith: When "jumping", wraith incorrectly registered the remaining time of the effect if it made several "jumps" in one turn Aura of Undeath 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:
astralInferno's Celestial Oddities 1.7.6A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Frost Invoker 1.7.6Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Pepper Pack 1.7.6Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. 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 Infinite Dungeon Improved Campaign 1.7.4Get a challenge on every level, but the rewards are a little smaller to compensate (less stat points). Random artifact challenges eliminated. Generous Levels Kobblin Version 1.7.6Original addon by Chaotic_Heretic, I just changed some values and lowered prodigy requirements. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) 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.
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Class: Spellweaver 1.7.6Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Some changes Infinite Dungeon 1.7.6Some changes for Infinite Dungeon Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Race: Thug 1.7.6Adds Thug as a new Human subrace. Thugs have good Constitution and Willpower. Can stand heavy hit and use humanshield. Stat modifiers: +2 Constitution and +2 Willpower Also big thanks to Shad3 for the help. ---Changelog Bromantic Mod Pack 1.7.6Just a mod pack that i use to train my modding skills. Changes to Archmage, Alchemist, Rogue, Wyrmic, Summoner and Prodigies and some other stuff, all changes can be turned off individually. Credit to Housepet and discord community. PS: Im only publishing so my friend can use it, but feel free to try the changes Amazingly Generous Levels Plus One 1.7.4The base mod, but with an extra +1 stat per lvl and no +1 stat on lvl 2. That's it. I only upload it so the * hash thing doesn't appear. + 5 to MaxHP per level. (Double at level 2) 5 stat points per level. (5 at level 2) Class: Harvester 1.7.6Adds Harvester class as a wilder subclass. Class talents: Generic talents: All icons were made by https://game-icons.net/ . Elkan's Infinite Dungeon Tweaks And Zlefin's Fixes 1.7.4Infinite Dungeon challenges occur on every level after the first. Rewards are tweaked to be a little more generous, and character advancement after level 50 does not slow down until after level 1000 instead, this version disbles mirror matches. (From Elkan) No Talent Caps 1.7.6Removes talent level caps. This is balanced to just allow to go beyond level 5 without Infinite Dungeon shenanigans, it doesn't give any advantages or points' Weight: 293587 Hoardling Ascendant race 1.7.6Adds the Hoardling Ascendant race. Hoardlings Ascendant are powerful draconic dwarves with very the capacity to become nearly indestructible in long enough infinite games. Made for Dragonfabri. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Infinite Mastery 1.7.4Increases the mastery value increase to 0.4, and removes the 1 increase limit. Originally made by jojolagger, I only bumped up addon weight so it can work with my addon collection with online profile on. |
Campaign | Infinite |
Mode | Madness Roguelike |
Sex | Female |
Race | Cornac |
Class | Adventurer |
Level / Exp | 18 / 30% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 1072.0223275856 (base 46) |
Dexterity | 1015.7305315181 (base 46) |
Constitution | 1431.7305315181 (base 46) |
Magic | 412.02232758558 (base 46) |
Willpower | 187.73053151808 (base 46) |
Cunning | 598.73053151808 (base 46) |
Resources
Steam | 140/170 |
Mana | 556/926 |
Equilibrium | 0 |
Vim | 148/148 |
Life | 6184/7590 |
Psi | 189/268 |
Stamina | 290/475 |
Paradox | 300 |
Healing Factor | 2.5 |
Regeneration | 640.17625291389 |
Speed
Mental | +195.45311777062% |
Attack | 0% |
Movement | +275% |
Spell | +100.45311777062% |
Global | +100% |
Vision
Sight | 18 |
Lite | 3 |
Infravision | 22 |
See Stealth | 218.52861046398 |
See Invisible | 237.23681439648 |
Offense: Mainhand
Damage | 5299 |
Accuracy | 260 |
Crit Chance | 182728501% |
APR | 77 |
Speed | 0.34 |
Offense: Offhand
Damage | 239 |
Accuracy | 243 |
Crit Chance | 182728500% |
APR | 97 |
Speed | 0.34 |
Offense: Spell
Spellpower | 434 |
Crit Chance | 100% |
Speed | 0.49886976621851 |
Offense: Mind
Mindpower | 146 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Acid | +336908324% |
Light | +336908319% |
Cold | +336908314% |
Lightning | +336908625% |
Fire | +336908682% |
All | +336908310% |
Offense: Damage Penetration
Darkness | +25% |
Cold | +6% |
Arcane | +5% |
Defense: Base
Armour (hardiness) | 462.06683141603 (100%) |
Defense | 236 |
Ranged Defense | 236 |
Fatigue | 0 |
Physical Save | 208 |
Spell Save | 93 |
Mental Save | 113 |
Defense: Resistances
Acid | + 70%( 70%) |
Physical | + 75%( 75%) |
Cold | + 70%( 70%) |
All | +318%( 70%) |
Darkness | + 82%( 82%) |
Sound | + 70%( 70%) |
Mind | + 70%( 70%) |
Fire | + 70%( 70%) |
Lightning | + 70%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 100% |
Knockback Resistance | 83% |
Confusion Resistance | 73% |
Fear Resistance | 78% |
Stun Resistance | 83% |
Poison Resistance | 50% |
Blind Resistance | 68% |
Inscriptions (5/5)
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) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 2112 life over 5 turns. Its effects scale with your Cunning 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 1095 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. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 66.8 steam per turn. Can be activated for an instant burst of 334 steam. Its effects scale with your Dexterity 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 6 turns. While Heroism is active, you will only die when reaching -6113 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 7246 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Class Talents
Corruption / Blight | 2.00 |
| 16 |
| 0 |
| 0 |
| 0 |
Cunning / Poisons | 2.00 |
| 19 |
| 9 |
| 11 |
| 7 |
Psionic / Psi-fighting | 2.00 |
| 1 |
| 15 |
| 0 |
| 0 |
Cunning / Shadow magic | 10.00 |
| 19 |
| 15 |
| 11 |
| 7 |
Cunning / Stealth | 6.16 |
| 19 |
| 15 |
| 11 |
| 5 |
Technique / Bloodthirst | 2.00 |
| 9 |
| 5 |
| 1 |
| 0 |
Cunning / Crime | 10.00 |
| 17 |
| 15 |
| 9 |
| 7 |
Spell / Enhancement | 10.00 |
| 1 |
| 15 |
| 11 |
| 7 |
Technique / Magical combat | 10.00 |
| 13 |
| 15 |
| 8 |
| 7 |
Steamtech / Avoidance | 2.00 |
| 19 |
| 1 |
| 11 |
| 0 |
Spell / Earth | 2.00 |
| 5 |
| 15 |
| 0 |
| 0 |
Cursed / Gloom | 4.00 |
| 19 |
| 15 |
| 11 |
| 7 |
Spell / Stone | 2.00 |
| 9 |
| 1 |
| 0 |
| 0 |
Technique / Throwing knives | 2.00 |
| 5 |
| 9 |
| 11 |
| 7 |
Generic Talents
Wild-gift / Fungus | 2.00 |
| 19 |
| 15 |
| 8 |
| 0 |
Cunning / Survival | 2.00 |
| 10 |
| 5 |
| 5 |
| 7 |
Steamtech / Engineering | 10.00 |
| 2 |
| 15 |
| 1 |
| 7 |
Technique / Unarmed training | 2.00 |
| 1 |
| 15 |
| 1 |
| 0 |
Technique / Combat training | 4.00 |
| 90 |
| 1 |
| 24 |
| 5 |
| 0 |
| 64 |
Race / Bunnymorph | 2.00 |
| 19 |
| 11 |
| 3 |
| 0 |
Celestial / Dirges | 2.00 |
| 19 |
| 15 |
| 11 |
| 7 |
Race / Hoardling ascendant | 10.00 |
| 19 |
| 11 |
| 3 |
| 0 |
Technique / Conditioning | 2.00 |
| 19 |
| 15 |
| 11 |
| 0 |
Technique / Mobility | 2.00 |
| 5 |
| 5 |
| 8 |
| 7 |
Cunning / Scoundrel | 2.00 |
| 19 |
| 15 |
| 11 |
| 7 |
Cursed / Cursed aura | 2.00 |
| 19 |
| 15 |
| 0 |
| 0 |
Wild-gift / Apex predator | 2.00 |
| 16 |
| 15 |
| 1 |
| 7 |
Steamtech / Physics | 2.00 |
| 19 |
| 15 |
| 11 |
| 7 |
Steamtech / Blacksmith | 10.00 |
| 19 |
| 15 |
| 11 |
| 7 |
Chronomancy / The Lotus Blossoms | 2.00 |
| 1 |
| 3 |
| 0 |
| 0 |
Celestial / Strider | 2.00 |
| 10 |
| 15 |
| 11 |
| 7 |
Steamtech / Chemistry | 2.00 |
| 19 |
| 15 |
| 11 |
| 7 |
Race / Kruk bunnymorph | 2.00 |
| 19 |
| 11 |
| 3 |
| 0 |
Undead / Skeleton | 2.00 |
| 19 |
| 15 |
| 11 |
| 7 |
Cunning / Lethality | 2.00 |
| 16 |
| 0 |
| 0 |
| 0 |
Psionic / Finer energy manipulations | 10.00 |
| 5 |
| 15 |
| 1 |
| 7 |
Effects
talent | Stone Skin |
talent | Fiery Hands |
talent | Shadow Combat |
talent | Dark Ritual |
talent | Apply Poison |
talent | Automated Cloak Tessellation |
talent | Shock Hands |
talent | Embedded Restoration Systems |
talent | Arcane Feed |
talent | Insidious Poison |
talent | Shadow Feed |
talent | Trained Reactions |
talent | Always Vigilant |
talent | Daunting Presence |
talent | Augmentation |
talent | Beyond the Flesh |
talent | Arcane Combat |
talent | Dirge of Famine |
talent | Gloom |
talent | Volatile Poison |
talent | Quickdraw |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 6.9)Penalty : Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Power 1+: Unleashed: +21% critical damage, +21% off-hand weapon damage Power 2+: -1 Luck, +13 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 89% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 8.9% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | The target is regenerating health Dirge of Famine |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 18.9)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+63% chance to avoid traps). Power 2+: -1 Luck, +37 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+24% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 74% if the increase would be enough to kill your opponent. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 6.9): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 4% when tested. Power 1+: Removed from Reality: +8 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +13 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 315297893 mind and 315297893 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 11 nightmare (summon Terrors and chances to slow, deal 525577120 Mind damage, and deal 525577120 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | Has 11 throwing knives prepared: 11 KnivesRange: 7 Net Damage: 6117 - 8564 Accuracy: 277 (knife) APR: 80 Crit Chance: +182728542% Crit mult: 991% Uses Stats: 224% Cun |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 6.9)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 3%) for 4 turns. Power 1+: Nightwalker: +27 Darkness Resistance, +12% Max Darkness Resistance, +16 See Invisible Power 2+: -1 Luck, +13 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 29% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 29% for 3 turns. |
Quests
You successfully escorted the lone alchemist to the recall portal on level 7 of Infinite Dungeon. Escort: lone alchemist (level 7 of Infinite Dungeon)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Infinite Dungeon. Escort: repented thief (level 2 of Infinite Dungeon)As a reward you improved Cunning by +5. | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 1): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 3): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 4): ExterminatorYou completed the challenge and received: +1 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 5): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 6): ExterminatorYou completed the challenge and received: +1 Class Point | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
Psionic focus | ![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +182728110.0% Changes damage: +336908310% all Spell crit. chance: +182728110% Mental crit. chance: +182728110% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Quiver | ![]() Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 21.0 - 25.2 Uses stat: 224% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 21 Turns elapse between self-loadings: 5 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 456 physical damage Damage (Ranged): +10 physical / +4 cold Damage (radius 1) on hit: +12 cold / +5 fire Curse of Misfortune Shots are used with slings to pummel your foes to death. |
On hands | ![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 7 fire Changes resistances: +5% fire Changes damage: +3% fire When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 100% Wil, 140% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 125% When this weapon hits: Fire Breath (10% chance level 1). Damage (radius 2) on crit: +5 fire Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 Curse of Madness 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 | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +12 Fatigue: +5% Changes stats: +6 Cun Changes damage: +9% light / +3% acid Infravision radius: +2 See invisible: +3 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +3 Changes resistances: +6% sound / +2% physical / +6% acid Changes resistances penetration: +25% darkness Physical save: +36 (+3 eff.) Mental save: +36 (+6 eff.) Maximum stamina: +10.00 Curse of Misfortune A pair of boots made of leather. |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +10 (+0 eff.) Changes stats: +10 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 5 turns) Curse of Nightmares 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 | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Curse of Misfortune Rings make your fingers look great! |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +18 Dex Changes resistances: +22% acid Changes damage: +11% acid Curse of Misfortune Rings make your fingers look great! |
Around neck | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+0 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Shrouds 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... |
In main hand | ![]() Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 20.5 - 26.7 Uses stat: 174% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 sound This is a bardic weapon. When wielded/worn: Changes resistances: +7% sound Curse of Misfortune Sharp, short and deadly. |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +2 Mag / +4 Wil Changes resistances penetration: +5% arcane Mental save: +12 (+2 eff.) Spellpower: +3 (+0 eff.) Curse of Misfortune A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +5 Damage (Melee): 7 cold Changes resistances: +5% cold Changes resistances penetration: +6% cold Changes damage: +4% cold Talent granted: +1 Attune Mindstar Mindpower: +10 (+1 eff.) Mental crit. chance: +4% Curse of Misfortune 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. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +42 (+3 eff.) Changes stats: +6 Str / +6 Con Physical save: +36 (+3 eff.) Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +32 (+2 eff.) Fatigue: +2% Changes stats: +6 Cun / +4 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). Curse of Misfortune It can be used to activate talent Call Lightning (costing 12 power out of 0/50) : Effective talent level: 2.0 Power cost: 12 out of 0/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 458679769.39 to 1376039308.18 lightning damage (917359538.78 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Curse of Nightmares It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +20% lightning Changes damage: +10% lightning Maximum encumbrance: +21 Curse of Madness Rings make your fingers look great! |
![]() Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 174% Cun, 15% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness This is a bardic weapon. When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 Curse of Madness It can be used to activate talent Invoke Darkness (costing 10 power out of 20/20) : Effective talent level: 6.0 Power cost: 10 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 3620529313.07 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+0 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Curse of Shrouds It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +4 Fatigue: +2% Infravision radius: +2 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+0 eff.) Ranged Defense: +8 (+0 eff.) Fatigue: +10% Changes stats: +5 Str / +3 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 Curse of Misfortune A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Madness When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Bloodriver Pickaxe (Madness) (dig speed 18 turns) Bloodriver Pickaxe (Madness) (dig speed 18 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Cut immunity: +20% Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +5% When carried: Talent granted: +1 Dig Talent on hit(spell): Mudslide (10% chance level 1). Curse of Madness It can be used to activate talent Instant Dig (costing 6 power out of 12/12) : Effective talent level: 3.0 Power cost: 6 out of 12/12. Range: melee/personal Travel Speed: instantaneous Description: Instantly dig an adjacent terrain. A pickaxe accidentally enchanted over being swallowed by a golem. Can dig real fast. |
![]() 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Curse of Shrouds Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Seeili the Cornac Adventurer level 10
2nd Mirth 122nd year of Ascendancy at 19:54 see stats
By Seeili the Cornac Adventurer level 12
7th Mirth 122nd year of Ascendancy at 10:22 see stats
By Seeili the Cornac Adventurer level 10
2nd Mirth 122nd year of Ascendancy at 04:43 see stats
By Seeili the Cornac Adventurer level 12
6th Mirth 122nd year of Ascendancy at 22:04 see stats
By Seeili the Cornac Adventurer level 8
1st Mirth 122nd year of Ascendancy at 14:41 see stats
By Seeili the Cornac Adventurer level 7
79th Pyre 122nd year of Ascendancy at 07:58 see stats
By Seeili the Cornac Adventurer level 11
4th Mirth 122nd year of Ascendancy at 21:23 see stats
By Seeili the Cornac Adventurer level 17
2nd Summertide 122nd year of Ascendancy at 15:10 see stats
By Seeili the Cornac Adventurer level 11
5th Mirth 122nd year of Ascendancy at 19:55 see stats
Log
Seeili deactivates Always Vigilant.
Seeili activates Always Vigilant.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Arcane Combat
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
You collect a new ingredient: lump of iron (1).
You gain 11.27 gold from the melting of Blazetrail (Corpses) (15/15, 22-26 power, 3 apr).
You gain 9.61 gold from the melting of Dazzlemistress (8-9 power, 2 apr, sound damage).
You gain 1.70 gold from the melting of cleansing cured leather armour of fire resistance (Misfortune) (6 def, 4 armour).
You gain 17.50 gold from the melting of Nature's Blessing (Nightmares) (8 def, 6 armour).
You collect a new ingredient: lump of dwarven steel (1).
You gain 6.84 gold from the melting of Noonbait the dwarven-steel helm (Corpses) (0 def, 10 armour).
You gain 2.21 gold from the melting of sonic hardened leather gloves of dexterity (+2) (Shrouds) (0 def, 2 armour).
You collect a new ingredient: lump of steel (1).
You gain 1.75 gold from the melting of dwarven-steel gauntlets of dexterity (+4) (Madness) (0 def, 2 armour).
You collect a new ingredient: lump of iron (1).
You gain 14.48 gold from the melting of Balilen the Flashresolve (Corpses) (0 def, 3 armour).
You gain 10.03 gold from the melting of Arthuzilarek the Galeonslaught (Corpses) (1 def, 0 armour).
You gain 0.97 gold from the melting of cleansing rough leather belt of resilience (Nightmares).
You collect a new ingredient: lump of iron (1).
You gain 9.12 gold from the melting of Berirab (Misfortune) (10-16 power, 0 apr).
You collect a new ingredient: lump of iron (1).
You gain 15.17 gold from the melting of Bethylemina (Madness).
You collect a new ingredient: lump of iron (1).
You gain 0.25 gold from the melting of iron rapier (Nightmares) (12-18 power, 3 apr).
You gain 0.55 gold from the melting of teleportation rune (range 39; cd 18).
You gain 2.00 gold from the melting of blink rune of the warrior (range 45; phase 139; cd 19).
You gain 1.77 gold from the melting of biting gale rune of the wizard (damage -1059133396; dur 4; cd 16).
You collect a new ingredient: stack of herbs (viperweed) (5).
You gain 1.00 gold from the melting of wild infusion (res 16%; magical; dur 2; cd 14).
There is a way to the next level here (press '' or right click to use).
Seeili deactivates her cloak's restoration systems.