











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Items Vault 1.7.0Donators/Buyers bonus! Self-Portrait Over Grass 1.7.0Modifies the "Customize" subdialog of the character creation dialog to add optional floor backdrops behind the character display, to allow better assessment of the appearance of various cosmetic options like dark hair. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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.
Alternate Zones Option 1.7.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. 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. 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:
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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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:
Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Krog |
| Class | Marauder |
| Level / Exp | 15 / 82% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 43 (base 29) |
| Dexterity | 33 (base 29) |
| Constitution | 17 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 24 (base 10) |
| Cunning | 31 (base 26) |
Resources
| Life | 502/502 |
| Stamina | 217/217 |
| Equilibrium | 0 |
| Healing Factor | 1.482941519274 |
| Regeneration | 3.3366184183664 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 30.465374305457 |
| See Invisible | 30.465374305457 |
Offense: Mainhand
| Damage | 47 |
| Accuracy | 45 |
| Crit Chance | 19% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 29 |
| Accuracy | 45 |
| Crit Chance | 19% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +7% |
| Light | +3% |
| Physical | +10% |
| All | 0% |
| Nature | +6% |
Offense: Damage Penetration
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 25 (38.594633868923%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 28 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Blight | + 24%( 70%) |
| Physical | + 9%( 70%) |
| Cold | + 15%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 15%( 70%) |
| Temporal | + 7%( 70%) |
| Fire | + 38%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
| Silence Resistance | 10% |
| Confusion Resistance | 22% |
| Stun Resistance | 72% |
| Pinning Resistance | 22% |
| Poison Resistance | 41% |
| Knockback Resistance | 62% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 213 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 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 160 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Bloodthirst | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Thuggery | 1.50 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Effects
Quests
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 have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your 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.' | 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 | Glassra (0 def, 5 armour)3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil defense ------ Armor +5 Fatigue +2% Resistance +2% physical +3% fire Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +5 (+3 eff.) Unlife -60.00 life Poison Resist +20% Silence Resist +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | survivor's brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +5 (+1 eff.) Life +41.00 Healmod +12% other ------- 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 | Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+6 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery Skullcracker +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | corrosive voratun gauntlets of dexterity (+3) (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 7 acid Damage +4% acid Accuracy +14 (+5 eff.) defense ------ Armor +3 Fatigue +5% Resistance +7% acid Unarmed combat: Weapon Damage 132% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +15 Critical Rate +19.0% Attack Speed 83% On-crit, radius 2 +7 acid On Hit: 10% Corrosive Breath level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | iron pickaxe 'Eilinuwe' (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Armor +2 Resistance +10% nature Healmod +20% Stun Resist +10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | savior's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Physical save +6 (+2 eff.) Spell save +7 (+3 eff.) Mind save +7 (+4 eff.) Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
| On fingers | Polunn the Blinddare0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +1 Str +2 Dex offense ------ Ignore Armor +1 defense ------ Armor +2 Life +22.00 Disarm Resist +20% Pinning Resist +22% Knockbk Resist +22% other ------- Max stamina +30.00 Light +3 Rings make your fingers look great! |
| Around neck | Loraruivon the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Disrupt While equipped: defense ------ Resistance +15% blight +3% cold +17% nature Healmod +10% Poison Resist +21% Disease Resist +20% other ------- Max stamina +10.00 Amulets make your neck look great! |
| In main hand | thought-forged steel longsword of projection (115% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego+] Psionic Weapon Damage 115% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +9 mind On Hit: * 10% chance to reduce all saves and defense by 17 * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Cun +2 Wil Sharp, long, and deadly. |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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 | Demonblur (101% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Psionic Weapon Damage 101% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +4 darkness On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 17 defense ------ Resistance +6% darkness One-handed war axes. |
| Cloak | Yaralin the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +4 Str +3 Wil offense ------ Damage +3% acid Ignore resists +5% acid defense ------ Defense +1 (+0 eff.) Resistance +3% acid Life +32.00 other ------- Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Glimmerbrawn the linen robe (3 def, 3 armour)2.0 Encumbrance T1 cloth armor [Rare] Master While equipped: offense ------ Damage +3% light On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +3 Defense +3 (+1 eff.) Resistance +6% acid +3% darkness +3% blight +6% cold +7% all Physical save +16 (+5 eff.) other ------- Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the titan (heal 78; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 78 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -282; dur 6; cd 27)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 27 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 -282 life. The duration and life will increase by 1% for every 1% life you have lost (currently 282 life, 6 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 546%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 546% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Bleakterror0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +3% temporal When Hit 2 darkness On-Hit (Melee): * 20% chance to slow global speed by 42% * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% temporal Life +20.00 Disarm Resist +21% Pinning Resist +22% Knockbk Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Rings make your fingers look great! |
Halaruihell the Rain's kiss0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% lightning +9% acid Ignore resists +15% cold When Hit 4 acid 2 cold defense ------ Resistance +22% lightning +3% cold Rings make your fingers look great! |
titan's copper ring of corrosion (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con offense ------ Damage +11% acid defense ------ Resistance +22% acid Physical save +4 (+1 eff.) Rings make your fingers look great! |
Morningquarry (98% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Master Weapon Damage 99% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +4 light While equipped: Stats +3 Cun +1 Mag offense ------ Accuracy +5 (+2 eff.) defense ------ Defense +5 (+2 eff.) Resistance +6% nature Disarm Resist +21% other ------- Light +1 Sharp, short and deadly. |
iron dagger (102% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 102% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
iron dagger (98% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 99% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
iron dagger 'Huresarak' (112% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Master Weapon Damage 112% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +8.0% Attack Speed 100% While equipped: Stats +1 Con offense ------ Ignore Armor +2 defense ------ Defense +5 (+2 eff.) Sharp, short and deadly. |
steel dagger 'Neranor' (105% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Arcane/Psionic Weapon Damage 106% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 blight +7 cold +7 darkness Damage Against +5% Living On Hit: 20% Epidemic level 2 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 5 While equipped: offense ------ Spell Crit +3% Critical power +5.00% Ignore Shields +20% defense ------ Disease Resist +12% Sharp, short and deadly. |
Belulathalin the Cracklehack (101% power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Rare] Psionic Weapon Damage 101% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Ignore Shields +20% On-hit +6 darkness Damage Against +6% Living While equipped: Stats +4 Con offense ------ Damage +6% lightning +15% physical Sharp, long, and deadly. |
thought-forged iron mace (108% power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego] Psionic Weapon Damage 108% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-hit +6 mind On Hit: * 11% chance to reduce all saves and defense by 17 While equipped: Stats +1 Cun +2 Wil Blunt and deadly. |
vined mindstar 'Yvama' (85% power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 85% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Dex +2 Con offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +4% nature defense ------ Resistance +2% blight Mind save +7 (+4 eff.) Disease Resist +10% other ------- Max psi +50.00 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. |
balanced iron waraxe of massacre (115% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego] Master Weapon Damage 115% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +5 (+2 eff.) Disarm Resist +22% One-handed war axes. |
iron waraxe 'Emathra' (116% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Master Weapon Damage 116% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +1 Con offense ------ Accuracy +5 (+2 eff.) defense ------ Armor +10 One-handed war axes. |
iron waraxe of persecution (105% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego] Disrupt Weapon Damage 106% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% Damage Against +6% Unnatural While equipped: Stats +2 Wil One-handed war axes. |
Ichorsnake the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +5 Con offense ------ Mindpower +4 (+2 eff.) Damage +15% nature +3% physical Ignore Armor +4 When Hit 2 nature defense ------ Mind save +7 (+4 eff.) A belt that goes around your waist. |
Mardiyon1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +13 (+7 eff.) When Hit 2 mind defense ------ Resistance +3% blight +3% fire Physical save +5 (+1 eff.) A belt that goes around your waist. |
Yvuldatta the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% acid defense ------ Resistance +7% lightning +6% temporal +3% light +6% acid +5% arcane +2% physical Silence Resist +10% A belt that goes around your waist. |
rough leather belt 'Erynarihad'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +2 (+1 eff.) defense ------ Defense +5 (+2 eff.) Resistance +3% physical Spell save +6 (+3 eff.) Healmod +5% Cut Resist +10% Stun Resist +10% other ------- Size +1 A belt that goes around your waist. |
Zerudulin (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Dex +2 Con offense ------ Mind Crit +2% Damage +9% mind Ignore resists +5% acid defense ------ Defense +1 (+0 eff.) other ------- EQ when Hit +0.20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Bokudas' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Mind Crit +2% Mindpower +5 (+3 eff.) Damage +3% acid +6% mind Ignore resists +15% acid defense ------ Defense +1 (+0 eff.) Life +30.00 other ------- EQ when Hit +0.12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brodyzilatogen the linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +6 Cun +3 Mag offense ------ Damage +11% lightning +9% mind Ignore resists +5% mind defense ------ Resistance +16% lightning +7% all other ------- Infravision +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Hurirab the Glitterorder (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +2 Wil offense ------ Damage +12% lightning +3% mind defense ------ Resistance +18% lightning +3% light +7% all Mind save +9 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Psionic While equipped: Stats +5 Mag +4 Wil defense ------ Resistance +9% all other ------- Mana/turn +0.14 Psi/turn +0.19 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Betayalle the Greenquarry (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +5 Wil offense ------ On-Hit (Melee): * 10% chance to slow global speed by 42% defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +6% temporal other ------- Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glida the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Str defense ------ Armor +1 Resistance +6% light other ------- Stamina/turn +0.30 Max stamina +12.00 Light +2 A pair of boots made of leather. |
Voryrewe the Sparktickler (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Dex +1 Wil +5 Lck offense ------ Damage +12% cold defense ------ Armor +1 Resistance +6% lightning Stealth +7 other ------- Infravision +2 See Invisibility +3 A pair of boots made of leather. |
insulating pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% Resistance +6% fire +5% cold other ------- Stamina/turn +0.40 Max stamina +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Terak' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +2 Str +2 Wil +2 Cun +1 Con offense ------ Critical power +5.00% Damage +9% mind defense ------ Armor +3 Fatigue +2% Crit Resistance 5.00% Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +15 (+8 eff.) other ------- See Invisibility +9 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Cyruvena' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +7 Lck +4 Dex offense ------ Critical power +15.00% Mindpower +25 (+13 eff.) defense ------ Armor +1 Resistance +3% acid Stealth +5 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A pair of boots made of leather. |
Winterraider (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ Mind Crit +2% Mindpower +10 (+5 eff.) On-Hit 5 cold Damage +6% mind +4% cold Ignore resists +5% mind defense ------ Armor +1 Fatigue +1% Resistance +6% cold Unarmed combat: Weapon Damage 99% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-crit, radius 2 +5 ice On Hit: 10% Ice Breath level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
restful rough leather gloves of strength (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str offense ------ Physical Power +6 (+2 eff.) defense ------ Armor +1 Life Regen +1.00 other ------- Stamina/turn +0.60 Max stamina +10.00 Unarmed combat: Weapon Damage 101% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On Hit: 10% Nightmare level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Salysemina' (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +1 Str offense ------ Critical power +10.00% Spellpower +10 (+5 eff.) On-Hit 6 cold Damage +4% cold defense ------ Armor +1 Resistance +9% acid +6% cold +3% light other ------- See Invisibility +3 Unarmed combat: Weapon Damage 95% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +6 ice On Hit: 10% Ice Breath level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Mardirab (5 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Dex +1 Cun offense ------ Ignore resists +5% temporal Accuracy +5 (+2 eff.) defense ------ Armor +1 Defense +5 (+2 eff.) Fatigue +1% Resistance +6% temporal +7% cold other ------- Breathe water A cap made of leather. |
iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of dexterity (+2) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Dex defense ------ Armor +1 Fatigue +1% A cap made of leather. |
stabilizing linen wizard hat of lightning (+16%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +3 Wil offense ------ Damage +11% lightning defense ------ Defense +1 (+0 eff.) Resistance +16% lightning Physical save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
Brenestir the cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Random Unique] Master/Psionic While equipped: Stats +1 Mag +7 Wil +7 Cun offense ------ Spell Crit +2% On-Hit (Melee): * 10% chance to reduce armor by 9% defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +15% acid Mind save +21 (+10 eff.) other ------- Mana/turn +0.12 A suit of armour made of leather. |
Eremichik (3 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Master While equipped: offense ------ Physical Crit +1.0% Critical power +10.00% defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +17% cold Crit Resistance 10.00% Unlife -20.00 life other ------- Psi when Hit +0.04 A suit of armour made of leather. |
cured leather armour of the deep (6 def, 6 armour)9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: defense ------ Armor +6 Defense +6 (+3 eff.) Fatigue +7% Resistance +6% acid +8% cold other ------- Breathe water A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
5 agate0.0 Encumbrance 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. |
69 alchemist agate0.0 Encumbrance 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. |
Demonic Soul0.0 Encumbrance T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Siluba the iron pickaxe (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Mindpower +5 (+3 eff.) Damage +9% temporal Ignore resists +10% mind On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Gunilen' (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Damage +12% mind On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +6% light other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
10 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 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. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 281/400 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 Encumbrance 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. |
Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
ash totem of stinging 'Shadowhunger' [power 194] (13 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: offense ------ Damage +12% darkness Ignore resists +10% mind +5% darkness defense ------ Resistance +3% darkness Sting an enemy dealing 206 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to increase all damage by 10% for 2 turns. 100% to increase the duration of 1 beneficial effects by 1. 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +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 Joe One-eye the Krog Marauder level 10
13rd Dusk 122nd year of Ascendancy at 05:15 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Joe One-eye the Krog Marauder level 6
1st Mirth 122nd year of Ascendancy at 22:01 see stats
Log
You gain 1.29 gold from the transmogrification of mindwoven woollen robe of fire (+9%) (0 def, 0 armour).
You gain 0.55 gold from the transmogrification of mindwoven woollen robe (0 def, 0 armour).
You gain 2.56 gold from the transmogrification of spellcowled linen cloak (1 def, 0 armour).
You gain 1.71 gold from the transmogrification of resilient linen cloak of Eldoral (1 def, 0 armour).
You gain 0.10 gold from the transmogrification of linen cloak (1 def, 0 armour).
You gain 3.99 gold from the transmogrification of enveloping linen cloak of mindcraft (6 def, 0 armour).
You gain 0.05 gold from the transmogrification of rough leather belt.
You gain 13.43 gold from the transmogrification of iron waraxe 'Xerewen' (103% power, 2 apr).
You gain 1.98 gold from the transmogrification of icy iron steamsaw of erosion (102% power, 0 apr).
You gain 1.25 gold from the transmogrification of flaming steel steamsaw (65% power, 0 apr).
You gain 3.96 gold from the transmogrification of shimmering yew magestaff of power (120% power, 4 apr, lightning element).
You gain 2.72 gold from the transmogrification of shimmering elm magestaff of fate (100% power, 2 apr, fire element).
You gain 3.99 gold from the transmogrification of gifted vined mindstar of frost (87% power, 18 apr, nature damage).
You gain 2.97 gold from the transmogrification of creative vined mindstar of life (83% power, 18 apr, nature damage).
You gain 5.73 gold from the transmogrification of balanced stralite greatsword of erosion (160% power, 3 apr).
You gain 4.83 gold from the transmogrification of balanced steel greatsword of dampening (128% power, 2 apr).
You gain 0.45 gold from the transmogrification of iron dagger of massacre (111% power, 5 apr).
You gain 10.68 gold from the transmogrification of iron battleaxe 'Singe's kiss' (104% power, 1 apr).
You gain 1.00 gold from the transmogrification of wild infusion (res 18%; magical; dur 3; cd 11).
There is a Stairway into the Rhaloren Camp here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
There is a Elvala (Town) here (press '' or right click to use).
Ran for 5 turns (stop reason: interesting terrain).
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
There is a ladder to worldmap here (press '' or right click to use).
You feel very confident walking into this place.









































































































