











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Phantom Warrior Class 1.7.4Introduce Phantom Warrior, a two-handed chronomancy class. Class trees: Generic trees: Known problems: This class is originally inspired by Phantom Lancer from Dota 2. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Balanced Wanderer Trees 1.7.4This addon gives the class and generic trees equal weight, so trees like Survival are not extremely common. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Rod of Dissipation 1.7.0Modifies the Storming the City quest to change its reward item to a Rod of Dissipation, essentially identical in functionality to the original Rune of Dissipation but not requiring an inscription slot 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:
Wild Sacrifice 1.7.0Modifies the Font of Sacrifice from the Forbidden Cults DLC (required), giving it the extra ability to modify wild infusions in the player's inventory. Wild infusions that remove a single type of effect can be changed to another type for 500 gold, or have a second type added for 1000 gold; wild infusions that remove two types of effects can have one of them changed for 500 gold. Nexus improved tooltips 1.7.4Melinda on the Map - Bamboo Edition 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. This fork marks the sect as encountered so it works with improved recall. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Doctornull's Classes Reloaded 1.7.4Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here:http://forums.te4.org/viewtopic.php?f=50&t=38670 Yakri: I'm making a couple changes suggested in the mod thread, and testing for errors/incompatibilities in current version of TOME. All credit goes to Null, and FailPail for creating the creepfix. Changes: 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.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Possessor |
| Level / Exp | 21 / 9% |
| Size | medium |
| Lifes / Deaths | Killed by thief at level 21 on the 7th Allure 123rd year of Ascendancy at 18:57 / 1 |
Primary Stats
| Strength | 49 (base 40) |
| Dexterity | 12 (base 12) |
| Constitution | 19 (base 10) |
| Magic | 16 (base 10) |
| Willpower | 63 (base 40) |
| Cunning | 27 (base 20) |
Resources
| Life | -66/207 |
| Psi | 141/332 |
| Steam | 100/100 |
| Healing Factor | 1.0791723257556 |
| Regeneration | 0.2697930814389 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 25.082562303769 |
| See Invisible | 25.082562303769 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 66 |
| Accuracy | 41 |
| Crit Chance | 13% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 29 |
| Accuracy | 58 |
| Crit Chance | 13% |
| APR | 32 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 52 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +6% |
| Light | +6% |
| Nature | +5% |
| Mind | +8% |
| Arcane | +4% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Light | +10% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 32.551211628464 (73.607947236566%) |
| Defense | 13 |
| Ranged Defense | 13 |
| Fatigue | 33 |
| Physical Save | 33 |
| Spell Save | 23 |
| Mental Save | 34 |
Defense: Resistances
| Nature | + 10%( 70%) |
| Lightning | + 15%( 70%) |
| Cold | + 35%( 70%) |
| Darkness | + 28%( 70%) |
| Blight | + 30%( 70%) |
| Arcane | + 4%( 70%) |
| Mind | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Bleed Resistance | 10% |
| Confusion Resistance | 23% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 308 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 96 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 142 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Psionic / Possession | 1.68 |
| 5/5 |
| 2/5 |
| 2/5 |
| 4/5 |
| Psionic / Psionic menace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Battle psionics | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Body snatcher | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Psionic / Psychic blows | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Psionic / Ravenous mind | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 2/5 |
| 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 injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed honey tree root. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed length of troll intestine. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| On feet | Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | brass lantern 'Stormidol'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 darkness Changes stats: +4 Wil Changes resistances: +3% darkness / +15% lightning Changes resistances penetration: +5% light Changes damage: +5% mind Light radius: +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 | dwarven-steel helm 'Ebonyrend' (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +6 Fatigue: +4% Effects on melee hit: * 10 arcane resource burn * 20% chance to reduce damage dealt by 26% Changes stats: +5 Str Changes resistances: +6% darkness It can be used to activate talent Skullcracker, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 215.0 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | rough leather gloves 'Growthseam' (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +1 Physical power: +5 (+2 eff.) Armour: +1 Damage (Melee): 5 arcane Damage when hit (Melee): 4 physical Changes stats: +3 Mag / +4 Wil Changes resistances: +4% arcane Changes resistances penetration: +20% nature Changes damage: +4% arcane Spellpower: +5 (+2 eff.) When used to modify unarmed attacks: Power: 95% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | steel torque of psionic shield [power 47] (17 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 47 for 5 turns Activation puts all charms on cooldown for 17 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring 'Hazetooth'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+4 eff.) Changes stats: +2 Cun / +3 Con Changes resistances: +6% cold Changes damage: +6% physical Rings make your fingers look great! |
| On fingers | IsarekiraInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +6% mind Mental save: +9 (+4 eff.) Confusion immunity: +23% Psi when hit: +0.04 Hate when firing a critical mind attack: +4.00 Mindpower: +25 (+8 eff.) Mental crit. chance: +4% Rings make your fingers look great! |
| Around neck | Porurima the LustreripperCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +15 (+5 eff.) Changes stats: +4 Con Changes damage: +6% light Talent mastery: +0.18 Psionic / Possession Critical mult.: +10.00% Physical save: +12 (+6 eff.) Maximum stamina: +30.00 Amulets make your neck look great! |
| In main hand | thought-forged dwarven-steel longsword (126% power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 127% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 12% chance to reduce all saves and defense by 32 Damage (Melee): +7 mind When wielded/worn: Changes stats: +1 Cun / +2 Wil Sharp, long, and deadly. |
| Around waist | FlashwingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances penetration: +5% light Changes damage: +3% mind Mental save: +8 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +19 (+9 eff.) A belt that goes around your waist. |
| In off hand | thorny mindstar 'Betogana' (98% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 99% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 acid / +4 mind When wielded/worn: Armour: +2 Effects on melee hit: * 10% chance to reduce all saves and defense by 32 Changes resistances: +4% blight / +9% cold Changes damage: +5% nature Talent granted: +1 Attune Mindstar Disease immunity: +14% Disarm immunity: +20% Only die when reaching: -40.00 life Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Malerach (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+7 eff.) Changes stats: +3 Mag / +1 Wil / +2 Con Physical save: +6 (+3 eff.) Maximum psi: +50.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Xuritira the Blazebrawn (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +3 Wil Changes resistances: +26% blight / +19% darkness Physical save: +6 (+3 eff.) Blindness immunity: +10% Cut immunity: +10% Light radius: +3 A suit of armour made of metal plates. |
Inventory
Prismatic Rune (6 turns; temporal, cold, fire, mind, physical)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 temporal, 5 cold, 3 fire, 4 mind, 3 physical It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 180 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
shielding rune of the psychic (absorb 239; dur 3; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 239 damage for 3 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
starlit copper amulet of mastery (0.11 Psionic / Possession)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% light / +11% darkness Talent mastery: +0.11 Psionic / Possession Blindness immunity: +20% Amulets make your neck look great! |
starlit steel amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +15% light / +12% darkness Blindness immunity: +24% Amulets make your neck look great! |
mule's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Stun/Freeze immunity: +20% Life regen: +2.00 Rings make your fingers look great! |
Gisebeth (108% power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 108% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (radius 1) on hit: +7 fire When wielded/worn: Changes stats: +4 Cun Changes resistances: +6% temporal Changes damage: +9% temporal Reduces incoming crit damage: 15.00% Light radius: +3 See invisible: +6 Blunt and deadly. |
Scaldkiller the vined mindstar (85% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% When wielded/worn: Damage (Melee): 5 mind / 5 darkness Changes damage: +3% fire / +3% mind / +3% darkness Talent granted: +1 Attune Mindstar Mana each turn: +0.08 Mana when firing critical spell: +2.00 Spellpower: +30 (+13 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
This item will automatically be transmogrified when you leave the level.hungering vined mindstar (87% power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 87% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Talent masteries: +0.10 Psionic / Voracity +0.20 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Hate per kill: +2.00 Psi per kill: +2.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to inflict 86.18 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 13 turns. 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. |
wyrm's thorny mindstar (94% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 95% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 3 lightning / 4 physical / 2 cold / 3 acid / 3 fire Changes resistances: +4% lightning / +3% physical / +3% fire / +5% cold / +2% acid Talent granted: +1 Attune Mindstar Mindpower: +6 (+2 eff.) Mental crit. chance: +3% 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. |
This item will automatically be transmogrified when you leave the level.ethereal ash starstaff of breaching (111% power, 3 apr, light element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +10 (+8 eff.) Changes resistances penetration: +8% light Changes damage: +15% light Talent granted: +1 Command Staff Spellpower: +10 (+5 eff.) Spell crit. chance: +2% Damage Shield penetration: +14% Damage Shield Power: +6% Staves designed for wielders of magic, by the greats of the art. |
Skullcleaver (120% power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Power: 121% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Fearfire Mantle (14 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+10 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Wrap of Stone (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+3 eff.) It can be used to activate talent Stone Wall (costing 39 power out of 60/60) : Effective talent level: 1.0 Power cost: 39 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 65.04 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
pair of rough leather boots 'Blazegrind' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 8 light Changes stats: +3 Str / +3 Con Changes resistances: +6% fire Physical save: +6 (+3 eff.) Blindness immunity: +10% Only die when reaching: -20.00 life It can be used to activate talent Rush, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Spellhunt Remnants (1 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+2 eff.) Maximum life: +20.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% When used to modify unarmed attacks: Power: 107% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 83% Damage (Melee): +10 silence Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
steady iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +7 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Str Physical save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +21% When used to modify unarmed attacks: Power: 107% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 10 power out of 30/30) : Effective talent level: 1.0 Power cost: 10 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 42.41 to 127.22 lightning damage (84.81 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
This item will automatically be transmogrified when you leave the level.Ivereta (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag Changes resistances: +16% fire Changes damage: +11% fire Maximum psi: +30.00 Mindpower: +10 (+3 eff.) A pointy cloth hat, very wizardly... |
Olasarin the Radiancetyphoon (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +5 Con Changes resistances: +9% temporal Changes damage: +12% light Physical save: +13 (+7 eff.) Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Silywyn the rough leather cap (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Mag / +7 Wil / +3 Cun Changes resistances penetration: +5% blight / +5% mind Mana each turn: +0.04 Maximum mana: +60.00 Mindpower: +4 (+1 eff.) A cap made of leather. |
Skyvortex (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 4 lightning Changes resistances: +6% lightning / +8% cold Changes damage: +12% lightning / +6% temporal Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cashmere wizard hat 'Beuradil' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +1.0% Defense: +2 (+2 eff.) Changes stats: +5 Dex / +4 Con Changes resistances: +18% lightning / +2% physical Changes damage: +12% lightning A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.cashmere wizard hat 'Earelasus' (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +4 Cun Changes resistances: +19% lightning Changes resistances penetration: +10% blight / +10% mind Changes damage: +13% lightning / +18% blight Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
Strikemight the dwarven-steel mail armour (3 def, 10 armour)Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +10 Defense: +3 (+3 eff.) Fatigue: +12% Changes stats: +3 Str / +4 Dex Changes resistances: +27% lightning Changes damage: +3% physical A suit of armour made of mail. |
Spinal Cage (5 def, 8 armour)Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +5 (+5 eff.) Fatigue: +3% Changes stats: +2 Dex Changes resistances: +15% physical It can be used to activate talent Bone Grab (costing 13 power out of 30/30) : Effective talent level: 2.0 Power cost: 13 out of 30/30. Range: 5 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 38.00 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Timekeeper (4 def, 2 armour, 96% power, 18.5 block) Timekeeper (4 def, 2 armour, 96% power, 18.5 block)Requires: - Shield usage training - Strength 11 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 96% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +18 When wielded/worn: Armour: +2 Defense: +4 (+4 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +6% Changes resistances: +5% temporal Talent granted: +1 Block Teleport immunity: +100% Improves its stats based on your level. At levels 11, 21, 31 and 41 it blocks a new damage type. This is your shield. There are many like it, but this one is yours. You must master your shield as you master your life. |
Manaharamas the iron pickaxe (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Fatigue: -5% Changes stats: +3 Str Changes resistances: +3% temporal Changes damage: +9% acid Mental save: +9 (+4 eff.) Healing mod.: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 27 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 17 power out of 25/25) : Effective talent level: 2.0 Power cost: 17 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 75.77 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 75.77 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 13 power out of 25/25) : Effective talent level: 3.0 Power cost: 13 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 20 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 130 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Achievements
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Marti Malone the Cornac Possessor level 19
63rd Haze 122nd year of Ascendancy at 17:22 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Marti Malone the Cornac Possessor level 10
5th Dusk 122nd year of Ascendancy at 10:22 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Marti Malone the Cornac Possessor level 20
64th Haze 122nd year of Ascendancy at 02:34 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Marti Malone the Cornac Possessor level 13
58th Dusk 122nd year of Ascendancy at 04:58 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Marti Malone the Cornac Possessor level 11
9th Dusk 122nd year of Ascendancy at 11:55 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Marti Malone the Cornac Possessor level 7
6th Flare 122nd year of Ascendancy at 13:10 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Marti Malone the Cornac Possessor level 18
57th Haze 122nd year of Ascendancy at 21:42 see stats
Log
You pickup 0.75 gold pieces.
You pickup 0.65 gold pieces.
Marti Malone is no longer empowered.
Talent Rune: Shielding is ready to use.
Talent Shockstar is ready to use.
Talent Dazzling Lights is ready to use.
Talent Infusion: Healing is ready to use.
An alarm rings!
Bandit lord appears out of the thin air!
Cutpurse appears out of the thin air!
Bandit lord deactivates Stealth.
Something performs a melee critical strike against Marti Malone!
Marti Malone is poisoned!
Marti Malone is disarmed!
Something performs a melee critical strike against Marti Malone!
Something performs a melee critical strike against Marti Malone!
Marti Malone converts some damage to Psi!
Melee retaliation hits Bandit lord for 4 physical, 2 darkness, 4 physical, 2 darkness (12 total damage).
Bandit lord hits Marti Malone for 3 to psi, 18 physical, 1 to psi, 4 darkness, 1 to psi, 5 physical, 1 to psi, 3 blight (35 total damage).
Something hits Marti Malone for 7 to psi, 37 physical, 2 to psi, 11 physical (57 total damage).
Something hits Marti Malone for 8 to psi, 43 physical, 1 to psi, 4 fire, 1 to psi, 8 physical, 1 to psi, 4 fire (70 total damage).
Something hits Marti Malone for 15 to psi, 80 physical, 3 to psi, 18 physical (117 total damage).
Marti Malone converts some damage to Psi!
Deadly Poison from Thief hits Marti Malone for 7 to psi, 38 nature (46 total damage).
Marti Malone the level 21 cornac possessor was splurged to death by a thief on level 2 of Unknown tunnels.










































































