
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Class: Spellweaver 1.7.4Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. 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:
Bikini Colors 1.7.0Modifies the Customize section of the character creation dialog to provide several color options under the "Special | Bikini / Mankini" section. Frequently Asked Questions: Items Vault 1.7.0Donators/Buyers bonus! 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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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. Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! 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: 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 Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Skeletal Lichform 1.6.0Makes Lichform turn you into a skeleton and not a baconman. 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:
Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Drem |
| Class | Writhing One |
| Level / Exp | 28 / 25% |
| Size | big |
| Lifes / Deaths | Killed by Polutha the shadowblade at level 19 on the 14th Dearth 122nd year of Ascendancy at 09:31 / 2Killed by Varsha the Writhing at level 28 on the 26th Loss 122nd year of Ascendancy at 09:10 |
Primary Stats
| Strength | 43 (base 28) |
| Dexterity | 14 (base 13) |
| Constitution | 45 (base 35) |
| Magic | 74 (base 60) |
| Willpower | 23 (base 10) |
| Cunning | 14 (base 10) |
Resources
| Life | -283/858 |
| Insanity | 39/100 |
| Paradox | 300 |
| Healing Factor | 1.4511689881046 |
| Regeneration | 4.2809485149087 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +52.441686460958% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 43 |
| Crit Chance | 5% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 60 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +6% |
| Lightning | +3% |
| Light | +12% |
| Darkness | +36% |
| Blight | +12% |
| Arcane | +8% |
| Cold | +21% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +45% |
| Mind | +20% |
| Arcane | +17% |
| Cold | +25% |
| All | +5% |
Defense: Base
| Armour (hardiness) | 80.551211628464 (78.607947236566%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 36 |
| Physical Save | 34 |
| Spell Save | 31 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Physical | + 31%( 70%) |
| Cold | + 34%( 70%) |
| All | + 8%( 70%) |
| Darkness | + 30%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 14%( 70%) |
| Mind | + 16%( 70%) |
| Lightning | + 21%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 17%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Disarm Resistance | 44% |
| Confusion Resistance | 42% |
| Silence Resistance | 40% |
| Stun Resistance | 69% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 470 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: 12 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 94 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 Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 582% 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 192 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -405 life. The duration and life will increase by 1% for every 1% life you have lost (currently 944 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Class Talents
| Demented / Tentacles | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Demented / Controlled horrors | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Demented / Horrific body | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Demented / Beyond sanity | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
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 sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Precognition (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Emelulessra the white wolf. Escort: worried loremaster (level 4 of Old Forest) | failed |
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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed bloated horror heart. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 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: * You've found the needed green worm. * You've found the needed vial of fire wyrm saliva. * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * '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.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 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 | alchemist's lamp 'Duvogorn'1.0 Encumbrance T3 lite [Rare] Master While equipped: defense ------ Defense +15 (+6 eff.) Physical save +6 (+3 eff.) Unlife -40.00 life Life +40.00 Healmod +20% Silence Resist +20% other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+6 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| Tool | Coalpower the ash wand of shielding [power 206] (4/20 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Damage +3% light Ignore resists +25% darkness +10% mind On-Hit (Melee): * 20% chance to reduce damage dealt by 12% * 20% chance to reduce all saves and defense by 14 defense ------ Resistance +9% mind Create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to heal for 46. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | warrior's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Str defense ------ Armor +4 Life +21.00 Disarm Resist +24% Pinning Resist +21% Knockbk Resist +21% Rings make your fingers look great! |
| On fingers | Starwarden the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +6 (+1 eff.) Damage +3% lightning +9% light When Hit 4 light On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% temporal Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Rings make your fingers look great! |
| Around waist | Khelyndil1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Critical power +20.00% Physical Power +5 (+2 eff.) Damage +6% physical defense ------ Armor +4 Defense +20 (+8 eff.) Spell save +9 (+4 eff.) other ------- Stamina/turn +2.00 Size +1 A belt that goes around your waist. |
| In main hand | Silotta the yew starstaff (24-29 power, 4 apr, darkness element)1.0 Encumbrance T3 staff 1H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 24.0 - 28.8 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +1 Mag offense ------ Spell Crit +3% Spellpower +12 (+3 eff.) Damage +24% darkness Ignore resists +5% all Accuracy +4 (+1 eff.) Ignore Armor +3 defense ------ Defense +8 (+4 eff.) other ------- Max positive +15.00 Max negative +15.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 129.96 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Lelukor (5 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ Critical power +10.00% Ignore resists +5% mind defense ------ Armor +2 Defense +5 (+3 eff.) Resistance +9% light +3% lightning Life Regen +2.70 Silence Resist +20% Disarm Resist +20% other ------- Stamina/turn +0.40 Psi/turn +0.19 Unarmed combat: Weapon Damage 16.5 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Second Wind level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Freezegore (0 def, 36 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training Str 60 [Random Unique] Arcane/Master While equipped: offense ------ Damage +6% cold Ignore resists +5% arcane +20% cold When Hit 6 arcane defense ------ Armor +36 Fatigue +22% Resistance +8% acid +5% physical +15% light +11% lightning +5% cold +8% fire +15% darkness A suit of armour made of metal plates. |
| Cloak | Eclipsebreaker (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Arcane While equipped: Stats +6 Mag +5 Wil offense ------ Spell Crit +9% Critical power +19.00% Spellpower +7 (+1 eff.) Damage +8% arcane Ignore resists +7% arcane +15% darkness defense ------ Defense +2 (+1 eff.) Resistance +9% darkness +3% cold other ------- Max mana +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Daneth's Neckguard2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
Bokamarig0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +3 Mag +1 Wil offense ------ Mindpower +5 (+3 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 14 defense ------ Resistance +12% mind Crit Resistance 15.00% Confus Resist +22% other ------- Light +3 Amulets make your neck look great! |
Charvortex the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun offense ------ Damage +9% fire Ignore resists +5% fire defense ------ Resistance +11% light +10% darkness Crit Resistance 5.00% Blind Resist +22% Amulets make your neck look great! |
copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
copper ring 'Betussra'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Cun +1 Con offense ------ Damage +3% mind +11% fire defense ------ Resistance +22% fire +3% nature +12% cold Rings make your fingers look great! |
marksman's copper ring of nature (+24%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ Damage +12% nature Accuracy +4 (+1 eff.) defense ------ Resistance +24% nature Rings make your fingers look great! |
warrior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! |
wizard's steel ring of darkness (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +11% darkness defense ------ Resistance +22% darkness Spell save +6 (+3 eff.) Rings make your fingers look great! |
Unrathel (15-18 power, 3 apr, darkness element)3.0 Encumbrance T2 staff 1H weapon [Random Unique] Nature/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Wil +3 Con offense ------ Spell Crit +15% Critical power +17.00% Spellpower +10 (+2 eff.) Damage +15% darkness defense ------ Spell save +6 (+3 eff.) Life Regen +0.70 Healmod +12% other ------- Max psi +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
marauder's hardened leather armour of clarity (14 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Master/Psionic While equipped: Stats +4 Str +5 Dex defense ------ Armor +6 Defense +14 (+6 eff.) Fatigue +8% Resistance +7% mind Physical save +7 (+3 eff.) Mind save +16 (+8 eff.) A suit of armour made of leather. |
impenetrable steel mail armour of the deep (2 def, 18 armour)14.0 Encumbrance T2 heavy armor [Ego+] Nature/Master While equipped: defense ------ Armor +18 Defense +2 (+1 eff.) Fatigue +12% Resistance +7% acid +5% cold other ------- Breathe water A suit of armour made of mail. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
insulating rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Resistance +6% blight +6% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
hardened leather belt 'Isluba'1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +2 Str +3 Dex offense ------ Physical Power +32 (+12 eff.) Accuracy +10 (+3 eff.) defense ------ Resistance +6% nature +12% darkness Spell save +9 (+4 eff.) other ------- Size +1 A belt that goes around your waist. |
Tempestglory (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +6 Con offense ------ When Hit 2 lightning 4 cold defense ------ Defense +1 (+1 eff.) Life +30.00 other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of sorcery (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +2 Dex +2 Mag +2 Wil +2 Cun offense ------ Spell Crit +5% Accuracy +5 (+1 eff.) Ignore Armor +4 defense ------ Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
The Black Boots (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun offense ------ Move Speed +12% defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Manurasta (15 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +4 Dex offense ------ Ignore resists +20% physical On-Hit (Melee): * 20% chance to reduce all saves and defense by 14 defense ------ Armor +4 Defense +15 (+6 eff.) Fatigue -2% Physical save +6 (+3 eff.) other ------- Encumbrance +25 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Coalwreck (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +1 Cun +4 Dex offense ------ Mindpower +10 (+5 eff.) Accuracy +16 (+5 eff.) When Hit 10 darkness On-Hit (Melee): * 20% chance to reduce all saves and defense by 14 defense ------ Armor +2 other ------- Max hate +8.00 Unarmed combat: Weapon Damage 15.5 - 17.1 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +3 Critical Rate +9.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Flashrage (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +6 Str +7 Dex +2 Mag offense ------ Mind Crit +3% Mindpower +30 (+15 eff.) Damage +6% lightning defense ------ Armor +3 Fatigue +3% other ------- Light +2 Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 145.4 Physical damage. If the attack hits, the target is confused (27% 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 cap made of leather. |
Neroyalaith (15 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +9 Con offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +3 Defense +15 (+6 eff.) Fatigue +3% Resistance +9% acid +6% temporal +3% nature A cap made of leather. |
8 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
12 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 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. |
7 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 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. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 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. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
282 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Manyromidir2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Resistance +2% physical Crit Resistance 5.00% Life +41.00 Stun Resist +20% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(74 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Aeralaith1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +3 Str +5 Dex +2 Mag +4 Wil offense ------ Ignore resists +9% all Ignore Armor +8 On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +5% arcane other ------- Light +6 Infravision +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd 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 123.53 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 123.53 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. |
dwarven-steel pickaxe 'Glarewinter' (dig speed 15 turns)3.0 Encumbrance T3 digger tool [Rare] Psionic While equipped: Stats +2 Str +5 Dex +2 Wil +2 Con offense ------ Mindpower +20 (+10 eff.) Damage +10% mind +8% fire Ignore resists +10% light defense ------ Mind save +9 (+4 eff.) other ------- Hate-on-crit +2.00 Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 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. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
supercharged elm wand of lightning storm [power 140] (4/18 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 28 lightning damage and will be dazed for 1 turn (144 total damage) Puts all charms on 18 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Sassy No-Fire the Drem Writhing One level 11
13rd Profit 122nd year of Ascendancy at 10:16 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Sassy No-Fire the Drem Writhing One level 22
20th Dearth 122nd year of Ascendancy at 00:08 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Sassy No-Fire the Drem Writhing One level 25
22nd Loss 122nd year of Ascendancy at 06:30 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Sassy No-Fire the Drem Writhing One level 10
21st Voratun 122nd year of Ascendancy at 21:29 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Sassy No-Fire the Drem Writhing One level 20
14th Dearth 122nd year of Ascendancy at 15:45 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Sassy No-Fire the Drem Writhing One level 25
22nd Loss 122nd year of Ascendancy at 16:15 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Sassy No-Fire the Drem Writhing One level 14
43rd Profit 122nd year of Ascendancy at 06:45 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Sassy No-Fire the Drem Writhing One level 21
19th Dearth 122nd year of Ascendancy at 00:37 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Sassy No-Fire the Drem Writhing One level 10
22nd Voratun 122nd year of Ascendancy at 12:44 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Sassy No-Fire the Drem Writhing One level 10
24th Voratun 122nd year of Ascendancy at 05:12 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Sassy No-Fire the Drem Writhing One level 22
19th Dearth 122nd year of Ascendancy at 14:34 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Sassy No-Fire the Drem Writhing One level 16
11st Wealth 122nd year of Ascendancy at 00:10 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Sassy No-Fire the Drem Writhing One level 19
14th Dearth 122nd year of Ascendancy at 09:31 see stats
Log
Sassy No-Fire's defiled blood area effect misses Betylle the faeros.
Betylle the faeros is weakened by the darkness!
Melee retaliation hits Sassy No-Fire for 3 healing, 13 fire, 3 healing, 13 fire (27 total damage) [6 healing].
Sassy No-Fire's defiled blood area effect hits Betylle the faeros for 1 physical, 66 darkness (67 total damage).
Sassy No-Fire stops burning.
Talent Teleport: Kroshkkur is ready to use.
Talent Anarchic Walk is ready to use.
Talent Decayed Bloated Horror is ready to use.
Decaying devourer performs a melee critical strike against Betylle the faeros!
Decaying devourer revels in the spilt blood and grows stronger!
Decaying devourer hits Betylle the faeros for 49 physical damage.
Haunted from Mayaradath the elder vampire hits Sassy No-Fire for 10 mind, 9 darkness (19 total damage).
Melee retaliation hits Decaying devourer for 12 fire damage.
Sassy No-Fire's tentacle fails to move Betylle the faeros!
You collect a new ingredient: pouch of faeros ash (1).
Banshee shrieks.
Decaying devourer is on fire!
Decaying devourer is on fire!
Something hits Decaying devourer for 186 fire damage.
Something hits Decaying devourer for 186 fire damage.
Something hits Sassy No-Fire for 213 fire damage.
Raze hits Decaying devourer for 4 darkness damage.
Raze hits Decaying devourer for 4 darkness damage.
Tentacle Constriction from Sassy No-Fire hits Betylle the faeros for 80 darkness damage.
Melee retaliation hits Sassy No-Fire for 3 healing, 12 fire (12 total damage) [3 healing].
Sassy No-Fire the level 28 drem writhing one was fried to death by Varsha the Writhing and fed to the hatchlings on level 4 of Daikara.
Decaying devourer no longer revels in blood quite so much.
Decaying devourer no longer revels in blood quite so much.
Decaying devourer no longer revels in blood quite so much.
Decaying devourer no longer revels in blood quite so much.























































































