









Character
| 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! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
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:
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 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 | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 21 / 46% |
| Size | medium |
| Lifes / Deaths | Killed by Ce'Neda the Brecklorn's mucus ooze at level 21 on the 46th Haze 122nd year of Ascendancy at 15:08 / 1 |
Primary Stats
| Strength | 26 (base 15) |
| Dexterity | 51 (base 47) |
| Constitution | 28 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 44 (base 40) |
Resources
| Life | -11/775 |
| Stamina | 100/198 |
| Steam | 100/100 |
| Healing Factor | 1.2656298990388 |
| Regeneration | 6.6445569699537 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 37.719706428051 |
| See Invisible | 36.719706428051 |
Offense: Barehand
| Damage | 78 |
| Accuracy | 49 |
| Crit Chance | 18% |
| APR | 5 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +6% |
| Darkness | +32% |
| Fire | +15% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +5% |
| Mind | +15% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 19 (51.69962066283%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 0 |
| Physical Save | 18 |
| Spell Save | 26 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Arcane | + 13%( 70%) |
| Cold | + 12%( 70%) |
| All | + 3%( 70%) |
| Darkness | + 58%( 70%) |
| Light | + 14%( 70%) |
| Temporal | + 9%( 70%) |
| Physical | + 4%( 70%) |
| Lightning | + 10%( 70%) |
| Fire | + 6%( 70%) |
| Mind | + 9%( 70%) |
Defense: Immunities
| Blind Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 438 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 532% 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 Cunning stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Grappling | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * '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 vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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 giant spider spinneret. * You've found the needed ice ant stinger. | 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 within5 lumberjacks have died. | done |
Equipment
| On feet | Elakira the pair of rough leather boots (0 def, 5 armour)2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +5 Resists +7% lightning +6% temporal +5% arcane Spell.save +15 (+7 eff.) Max.HP +60.00 A pair of boots made of leather. |
| On hands | Deepstooth (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Arcane While equipped: dps ---------- Melee+ 47 darkness Dmg.mod +21% darkness Res.pen +5% darkness Melee Ret 6 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Armour +3 Resists +25% darkness Unarmed combat: Power 27.0 - 29.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 125% On Hit: 60% Moonlight Ray 5 On Hit: * 29% chance to reduce damage dealt by 14% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Hurevor the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 16 ----- def ----- Armour +3 Fatigue +5% Resists +6% acid +11% light +9% cold +5% arcane +10% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Urthunarilathavon [power 16] (11/20 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 8 * 10% chance to reduce all saves and defense by 16 ----- def ----- Resists +3% fire Mind.save +9 (+4 eff.) Max.HP +40.00 Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | wizard's copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Spell.save +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | wizard's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Blind- +21% ---------- misc Infravis +3 See.Stealth +6 See.Invis +5 Rings make your fingers look great! |
| Around neck | copper amulet 'Branagrim'0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +1 Str +4 Dex +4 Cun +5 Con dps ---------- Phys.pwr +20 (+7 eff.) Mov.spd +10% Dmg.mod +6% physical Acc +5 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Fatigue -5% Resists +1% physical HP.reg +2.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
| Main armor | troll-hide cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +36.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of leather. |
| Light source | Greencast2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +15% fire Res.pen +15% mind +15% nature ----- def ----- Resists +6% mind Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| Cloak | linen cloak 'Eremichik' (11 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Str +3 Wil dps ---------- Phys.crit +3.0% Crit.mult +5.00% ----- def ----- Defense +11 (+4 eff.) Max.HP +32.00 ---------- misc Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| 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. |
Inventory
medical injector implant of the wizard (efficiency 159% / cooldown 55%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 159% efficiency and cooldown mod of 55%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the duelist (heal 147; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 147 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 20%; mental, physical; dur 2; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Belevena'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Spell.pwr +30 (+18 eff.) Dmg.mod +15% blight ----- def ----- Resists +6% acid HP.reg +4.00 Amulets make your neck look great! |
steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +13% Cut- +50% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 133 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
gold ring0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
cruel ash starstaff (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Master 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 +9% Crit.mult +12.00% Spell.pwr +6 (+6 eff.) Dmg.mod +15% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron battleaxe 'Turedar' (12-17 power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Psionic Power 11.5 - 17.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Phasing +20% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Spell.crit +2% Crit.mult +20.00% Res.pen +10% blight Melee Ret 8 blight ---------- misc Max.vim +10.00 Massive two-handed battleaxes. |
Satyrstake (34-51 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Master Power 34.0 - 51.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +4 cold +20 nature On Hit.r1 +20 nature On Hit: * 20% chance to slow global speed by 41% While equipped: dps ---------- Res.pen +10% cold Massive two-handed battleaxes. |
iron greatmaul 'Flashsever' (21-32 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Disrupt Power 21.0 - 31.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +8 lightning On Hit: * 22% chance to slow global speed by 41% While equipped: dps ---------- Res.pen +5% acid ----- def ----- Resists +3% acid +3% light +9% nature Spell.save +9 (+4 eff.) Massive two-handed mauls. |
arcing steel greatsword of phasing (27-43 power, 14 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 27.0 - 43.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +14 Crit +3.0% Atk.spd 100% Phasing +16% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed swords. |
balanced steel greatsword of rage (21-34 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Master Power 21.0 - 33.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Dmg.mod +7% physical Acc +16 (+6 eff.) ----- def ----- Defense +12 (+4 eff.) Disarm- +31% Massive two-handed swords. |
dwarven-steel greatsword of phasing (40-63 power, 11 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 39.5 - 63.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +11 Crit +3.5% Atk.spd 100% Phasing +17% Massive two-handed swords. |
Drymandil the Firevein (14-20 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Psionic Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +16 fire On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: ----- def ----- Resists +3% blight +1% physical +9% cold Poison- +20% Cut- +10% Stun/Frz- +10% Sharp, long, and deadly. |
truestriking steel waraxe (14-19 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Master Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Res.pen +6% physical Acc +7 (+3 eff.) Apr +6 One-handed war axes. |
iron dagger (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
Skysweep the mossy mindstar (2-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +5 (+2 eff.) Res.pen +10% acid ----- def ----- Defense +25 (+9 eff.) Resists +18% lightning Phys.save +9 (+5 eff.) Disarm- +20% ---------- misc 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. |
epiphanous vined mindstar of venom (6-7 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego++] Nature/Psionic Power 6.0 - 6.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +7 (+3 eff.) Melee+ 4 acid Dmg.mod +7% mind +5% acid Res.pen +6% acid ----- def ----- Resists +7% acid HP.reg +2.00 ---------- misc Psi/m.crit +2.00 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. |
yew longbow of enduring4.0 T3 longbow 2H weapon Reqs Shoot [Ego+] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +11 Con +14 Wil ----- def ----- Max.HP +15.00 Longbows are used to shoot arrows at your foes. |
blazing quiver of ash arrows of accuracy (18/18, 23-32 power, 7 apr)3.0 T2 arrow ammo [Ego] Nature/Master Power 23.0 - 32.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +17 Apr +7 Crit +1.5% Capacity 18 Ranged+ +18 fire On Crit.r2 +9 fire Arrows are used with bows to pierce your foes to death. |
Rimewoe the quiver of yew arrows (23/24, 40-56 power, 10 apr)3.0 T3 arrow ammo [Random Unique] Arcane/Master/Psionic Power 40.0 - 56.0 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 24 Ranged+ +18 physical On Hit.r1 +20 cold +8 fire On Crit.r2 +8 cold On Hit: * 20% chance to knock the target back 3 spaces and deal 84 physical damage Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows of accuracy (23/23, 32-46 power, 10 apr)3.0 T3 arrow ammo [Ego] Master Power 32.5 - 45.5 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +12 Apr +10 Crit +2.0% Capacity 23 Arrows are used with bows to pierce your foes to death. |
Duathelflash (0 def, 4 armour, 41 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Dmg.mod +9% darkness On shield block: * Cause enemies within radius 6 to bleed for 193 physical damage over 5 turns (1/turn) On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
flaming steel shield of lightning resistance (+16%) (0 def, 4 armour, 40 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 5 fire Melee Ret 4 fire ----- def ----- Armour +4 Fatigue +8% Resists +16% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield of the stars (0 def, 4 armour, 38 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% light +12% darkness ----- def ----- Armour +4 Fatigue +8% Resists +12% light +11% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
swashbuckler's dwarven-steel shield (0 def, 6 armour, 77 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Str +6 Dex dps ---------- Acc +10 (+4 eff.) ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
focusing woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: Stats +5 Mag +5 Wil ----- def ----- Resists +9% all ---------- misc Mana/turn +0.10 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
duelist's rough leather armour of Eyal (6 def, 5 armour)9.0 T1 light armor [Ego++] Nature/Master While equipped: Stats +3 Cun +4 Dex ----- def ----- Armour +5 Defense +6 (+2 eff.) Fatigue +6% Max.HP +21.00 HP.reg +2.00 Heal.mod +11% A suit of armour made of leather. |
prismatic hardened leather armour of stability (9 def, 6 armour)9.0 T3 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +6% physical +12% light +12% darkness Phys.save +10 (+6 eff.) A suit of armour made of leather. |
rejuvenating steel mail armour of stability (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +5% physical Phys.save +13 (+7 eff.) HP.reg +3.30 ---------- misc Stam/turn +1.00 A suit of armour made of mail. |
radiant dwarven-steel mail armour of the deep (3 def, 9 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego++] Nature While equipped: Stats +3 Wil ----- def ----- Armour +9 Defense +3 (+1 eff.) Fatigue +12% Resists +7% acid +7% cold +13% darkness +13% blight ---------- misc Light +2 Breathe water A suit of armour made of mail. |
Curepall the iron plate armour (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +3% nature Res.pen +20% nature +10% cold ----- def ----- Armour +7 Fatigue +22% Resists +9% nature Max.HP +28.00 HP.reg +2.00 Heal.mod +12% ---------- misc See.Invis +6 A suit of armour made of metal plates. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
linen cloak 'Carrionwisp' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Str +4 Wil +3 Con dps ---------- On Hit (Melee): * 10% chance to slow global speed by 41% ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 ---------- misc Max.hate +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots of spellbinding (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane While equipped: Stats +2 Mag ----- def ----- Armour +1 ---------- misc Spell.cld 10% A pair of boots made of leather. |
Cloudgash the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Dmg.mod +6% mind +9% blight On Hit (Melee): * 10% chance to reduce all saves and defense by 16 ----- def ----- Armour +3 Fatigue +2% Resists +3% lightning Phys.save +6 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eremirim (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% mind Acc +5 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +6% blight Phys.save +8 (+5 eff.) Mind.save +8 (+4 eff.) Heal.mod +5% Disease- +20% Cut- +20% Disarm- +43% Unarmed combat: Power 19.5 - 27.3 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +8 Apr +9 Crit +8.0% Atk.spd 100% On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Xotha the dwarven-steel gauntlets (0 def, 4 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Disrupt While equipped: Stats +3 Cun +1 Wil dps ---------- Phys.pwr +9 (+3 eff.) Acc +24 (+8 eff.) Apr +7 ----- def ----- Armour +4 Fatigue +3% Resists +7% blight +9% temporal +3% light Spell.save +12 (+6 eff.) Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +17 Crit +8.0% Atk.spd 100% On Hit: * 14% chance to slow global speed by 41% * 16% chance to reduce armor by 18% Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of archery (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Acc +5 (+2 eff.) Apr +7 ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 20.5 - 28.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +6 Apr +14 Crit +8.0% Atk.spd 100% On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
grounding rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A cap made of leather. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 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. |
2 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. |
3 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. |
2 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. |
2 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. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
130 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 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. |
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. |
Yarothad (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Mag +3 Wil dps ---------- Crit.mult +5.00% Phasing +10% ---------- misc Infravis +1 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 +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
elm wand of shielding [power 116] (11/20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Bronson the Cornac Brawler level 11
53rd Dusk 122nd year of Ascendancy at 19:41 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Bronson the Cornac Brawler level 10
6th Mirth 122nd year of Ascendancy at 08:31 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Bronson the Cornac Brawler level 20
32nd Haze 122nd year of Ascendancy at 10:48 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Bronson the Cornac Brawler level 11
10th Mirth 122nd year of Ascendancy at 11:46 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Bronson the Cornac Brawler level 11
1st Flare 122nd year of Ascendancy at 07:16 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Bronson the Cornac Brawler level 17
16th Haze 122nd year of Ascendancy at 08:54 see stats
Log
Grappling hits Ivuvea the rogue for 8 physical damage.
Bronson throws a wild haymaker!
Bronson casts Moonlight Ray.
Ivuvea the rogue feels the pain of the death blow!
Bronson hits Ivuvea the rogue for 167 physical, 25 darkness, 36 darkness (228 total damage).
Bronson killed Ivuvea the rogue!
Something hits Bronson for (11 flat reduction), 61 nature (61 total damage).
White ooze splits in two!
White ooze splits in two!
White ooze is weakened by the darkness!
Bronson casts Moonlight Ray.
Bronson hits White ooze for 21 physical, 16 darkness, 44 darkness (81 total damage).
White ooze misses Bronson.
Something hits Bronson for (11 flat reduction), 94 acid, (11 flat reduction), 101 nature (195 total damage).
Something hits Bronson for (11 flat reduction), 87 nature (87 total damage).
Bronson uses Disengage.
Bronson is moving at extreme speed!
Bronson is not stunned anymore.
Bronson speeds up.
Talent Infusion: Wild is ready to use.
Talent Double Strike is ready to use.
Talent Spinning Backhand is ready to use.
Something misses Bronson.
Something hits Bronson for (11 flat reduction), 55 nature, (3 flat reduction), 0 lightning, (10 flat reduction), 0 physical, (3 flat reduction), 0 cold, (3 flat reduction), 0 acid, (2 flat reduction), 0 fire (55 total damage).
Ce'Neda the Brecklorn's mucus ooze uses Slime Spit.
Ce'Neda the Brecklorn's mucus ooze hits Bronson for (11 flat reduction), 61 nature (61 total damage).
Bronson the level 21 cornac brawler was naturalised to death by a Ce'Neda the Brecklorn's mucus ooze on level 3 of The Maze.




























































































































