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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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.
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Krog |
| Class | Cursed |
| Level / Exp | 16 / 6% |
| Size | big |
| Lifes / Deaths | Killed by bandit at level 16 on the 1st Haze 122nd year of Ascendancy at 13:25 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 41 (base 38) |
| Dexterity | 9 (base 10) |
| Constitution | 12 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 36 (base 36) |
| Cunning | 10 (base 10) |
Resources
| Life | -3/527 |
| Hate | 95/100 |
| Healing Factor | 1.0237840522288 |
| Regeneration | 1.279730065286 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -6.6613381477509E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 37 |
| Crit Chance | 2% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 31 |
| Accuracy | 37 |
| Crit Chance | 4% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Light | +13% |
| Blight | +5% |
| Nature | +12% |
| Acid | +3% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Lightning | +5% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 29.08934837382 (81.151787968034%) |
| Defense | 10 |
| Ranged Defense | 10 |
| Fatigue | 17 |
| Physical Save | 18 |
| Spell Save | 22 |
| Mental Save | 16 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Blight | + 6%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 11%( 70%) |
| All | 0%( 70%) |
| Darkness | + 27%( 70%) |
| Light | + 60%( 70%) |
| Temporal | + 10%( 70%) |
| Lightning | + 19%( 70%) |
| Fire | + 34%( 70%) |
| Nature | + 40%( 70%) |
Defense: Immunities
| Stun Resistance | 58% |
| Confusion Resistance | 18% |
| Fear Resistance | 18% |
| Knockback Resistance | 58% |
| Instadeath Resistance | 100% |
| Blind Resistance | 22% |
Inscriptions (3/3)
| 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 280 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: 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 449% 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. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Rampage | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * '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.' * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' | 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 within4 lumberjacks have died. | done |
Equipment
| On feet | Isalratha the Viperpiety (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid ----- def ----- Armour +1 Max.HP +20.00 ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
| Light source | Summertide Phial1.0 T1 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.(92 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Sparkquill the drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature While equipped: dps ---------- Res.pen +5% lightning +10% acid ----- def ----- Armour +5 Fatigue +5% Resists +19% lightning +10% temporal +18% light +10% fire +11% cold +27% acid +12% darkness A cap made of leather. |
| On hands | rough leather gloves of butchering (0 def, 1 armour)1.0 T1 hands armor [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Acc +5 (+3 eff.) Apr +5 ----- def ----- Armour +1 Resists +6% blight Spell.save +9 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | Beruvor the Flowersever0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature ----- def ----- Resists +3% nature +9% fire HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
| Around neck | Carrionsorrow0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% nature +3% light On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Resists +9% acid +12% light +12% darkness +5% arcane Blind- +22% ---------- misc Light +1 Amulets make your neck look great! |
| In main hand | iron longsword of massacre (Corpses) (18-26 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Master Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Curse of Corpses Sharp, long, 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 | hateful iron waraxe of massacre (Misfortune) (18-25 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Master/Psionic Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 darkness Against +5% Living Curse of Misfortune One-handed war axes. |
| Cloak | Glelle the Wretchusher (Corpses) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +5% nature Melee Ret 6 nature On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Defense +1 (+1 eff.) Resists +3% darkness Max.HP +31.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Beyntir the iron plate armour (Nightmares) (10 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: ----- def ----- Armour +7 Defense +10 (+10 eff.) Fatigue +22% Resists +15% fire Max.HP +20.00 Def/telep +10 Res/telep +10% Dur/telep +10% Curse of Nightmares A suit of armour made of metal plates. |
Inventory
shielding rune (absorb 95; dur 4; cd 15)0.1 rune scroll [Normal] 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 create a protective shield absorbing at most 95 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
insulating copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +10% fire +11% cold Amulets make your neck look great! |
insulating copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +10% fire +11% cold Amulets make your neck look great! |
rogue's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+8 eff.) Rings make your fingers look great! |
steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 12 light Ranged+ 17 light Dmg.mod +10% light Rings make your fingers look great! |
ash starstaff (Nightmares) (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 15.0 - 18.0 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 +6 (+3 eff.) Dmg.mod +15% physical ---------- misc Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
shimmering ash magestaff (Misfortune) (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 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 +6 (+3 eff.) Dmg.mod +15% cold ---------- misc Mana/turn +0.14 Max.mana +35.00 Talents +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
hateful iron battleaxe of massacre (Shrouds) (23-34 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Master/Psionic Power 23.0 - 34.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +7 darkness Against +7% Living Curse of Shrouds Massive two-handed battleaxes. |
iron battleaxe (Misfortune) (14-22 power, 1 apr)3.0 T1 battleaxe 2H weapon [Normal] Power 14.5 - 21.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Curse of Misfortune Massive two-handed battleaxes. |
slime-covered iron greatmaul (Corpses) (16-23 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Disrupt Power 15.5 - 23.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit: * 7% chance to slow global speed by 46% Curse of Corpses Massive two-handed mauls. |
Treeusher the iron longsword (Madness) (10-15 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Psionic Power 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +5 darkness +4 nature Against +6% Living While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% fire Curse of Madness Sharp, long, and deadly. |
arcing steel waraxe (Shrouds) (16-22 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Curse of Shrouds One-handed war axes. |
ash longbow 'Xeralrann' (Madness)4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +1 Wil +3 Con dps ---------- Phys.crit +2.0% Crit.mult +5.00% Acc +11 (+5 eff.) Apr +2 ----- def ----- Crit.chn- 5.00% ---------- misc Reload +4 Curse of Madness Longbows are used to shoot arrows at your foes. |
mighty ash longbow of cold (Shrouds)4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +9 cold While equipped: Stats +5 Str dps ---------- Phys.pwr +8 (+3 eff.) Dmg.mod +12% cold Curse of Shrouds Longbows are used to shoot arrows at your foes. |
barbed quiver of ash arrows (18/18, 32-46 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego+] Master Power 32.5 - 45.5 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +12.5% Capacity 18 On Crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Nimbusbait (0 def, 4 armour, 8-10 power, 52.5 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 8.5 - 10.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +52 On Hit.r1 +8 lightning On Crit.r2 +4 lightning +12 blight While equipped: dps ---------- Dmg.mod +9% cold Res.pen +10% lightning ----- def ----- Armour +4 Fatigue +8% Resists +6% blight ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield (0 def, 4 armour, 19-23 power, 44 block)7.0 T2 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 19.0 - 22.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +44 While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
iron mail armour (Madness) (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Curse of Madness A suit of armour made of mail. |
Guna1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +6% mind ----- def ----- Resists +5% lightning +5% temporal Mind.save +3 (+3 eff.) ---------- misc Psi/ret +0.16 Max.hate +6.00 A belt that goes around your waist. |
grounding rough leather belt1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +6% temporal A belt that goes around your waist. |
rough leather belt1.0 T1 belt armor [Normal] A belt that goes around your waist. |
linen cloak (Madness) (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
traveler's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -2% Phys.save +6 (+4 eff.) ---------- misc Max.enc +22 Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
linen wizard hat of arcana (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +3 (+2 eff.) ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
iron helm 'Venomblood' (0 def, 11 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +3% nature Res.pen +20% physical ----- def ----- Armour +11 Fatigue +5% Phys.save +6 (+4 eff.) ---------- misc Stam/turn +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm of strength (+3) (0 def, 4 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +4 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+4 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Velerama the iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str +2 Wil ----- def ----- Fatigue -5% Resists +5% arcane While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
Kyrion the elven-wood totem of healing [power 356] (15 cooldown)2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +5% arcane Spell.save +15 (+7 eff.) Heal yourself and all friendly characters within 10 spaces for 356 Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to reduce fatigue by 35% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Zodd the Krog Cursed level 11
25th Dusk 122nd year of Ascendancy at 09:21 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Zodd the Krog Cursed level 10
6th Flare 122nd year of Ascendancy at 22:30 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Zodd the Krog Cursed level 11
55th Dusk 122nd year of Ascendancy at 16:41 see stats
Log
Melee retaliation hits Bandit for 6 nature, 9 blight, 6 nature, 9 blight (30 total damage).
Bandit hits Zodd for 21 physical, 4 healing, 6 physical, 3 cold, 4 healing (30 total damage) [8 healing].
Cyruriatira the bandit lord hits Zodd for (21 rampage shugs off), 118 physical, 3 nature, 39 physical, 2 nature (163 total damage).
Something hits Zodd for 30 physical, 4 healing, 12 lightning, 15 physical, 4 healing (57 total damage) [8 healing].
Zodd has shrugged off 21 damage and is ready for more.
Rogue moves reluctantly!
Thief is weakened by the gloom.
Bandit moves reluctantly!
Bleeding from Cyruriatira the bandit lord hits Zodd for 18 physical damage.
Mindrot hits Rogue for 1 mind, 3 darkness (4 total damage).
Mindrot hits Thief for 3 mind, 3 darkness (5 total damage).
Mindrot hits Bandit for 3 mind, 3 darkness (5 total damage).
Mindrot hits Thief for 1 mind, 3 darkness (4 total damage).
Mindrot hits Bandit for 3 mind, 3 darkness (5 total damage).
Mindrot hits Cyruriatira the bandit lord for 1 mind, 0 darkness (1 total damage).
Thief deactivates Stealth.
Zodd is poisoned!
Thief deactivates Stealth.
Melee retaliation hits Thief for 7 nature, 11 blight, 7 nature, 11 blight (36 total damage).
Melee retaliation hits Thief for 6 nature, 11 blight, 6 nature, 11 blight (35 total damage).
Thief hits Zodd for (2 rampage shugs off), 20 physical, 4 healing, 11 physical, 4 healing (31 total damage) [9 healing].
Thief hits Zodd for (15 rampage shugs off), 0 physical, 4 healing, (4 rampage shugs off), 0 physical, 4 healing (0 total damage) [9 healing].
Cyruriatira the bandit lord uses Bloodstream.
Melee retaliation hits Cyruriatira the bandit lord for 0 nature, 0 blight, 0 nature, 0 blight (0 total damage).
Melee retaliation hits Bandit for 6 nature, 9 blight, 6 nature, 9 blight (30 total damage).
Cyruriatira the bandit lord hits Zodd for 67 physical, 3 nature, 30 physical, 3 nature, 122 physical (226 total damage).
Cyruriatira the bandit lord hits Thief for 124 physical damage.
Cyruriatira the bandit lord hits Thief for 124 physical damage.
Bandit hits Zodd for 27 physical, 4 healing, 16 physical (43 total damage) [4 healing].
Zodd the level 16 krog cursed was splattered to death by a bandit on level 3 of The Maze.




























































































