












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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. 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: 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:
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 Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Possessor Bonus Class 1.7.4Donators/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:
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: 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 | Insane Roguelike |
| Sex | Female |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 18 / 97% |
| Size | small |
| Lifes / Deaths | Killed by Eilinytira the assassin at level 18 on the 68th Dusk 122nd year of Ascendancy at 19:01 / 1 |
Primary Stats
| Strength | 26 (base 13) |
| Dexterity | 49 (base 46) |
| Constitution | 20 (base 10) |
| Magic | 11 (base 10) |
| Willpower | 23 (base 11) |
| Cunning | 50 (base 33) |
Resources
| Life | -21/460 |
| Stamina | 109/204 |
| Healing Factor | 1.2970588855781 |
| Regeneration | 30.051727448809 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 81 |
| Accuracy | 51 |
| Crit Chance | 23% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +8% |
| Light | +10% |
| Nature | +5% |
| Physical | +9% |
| Lightning | +12% |
| All | 0% |
Offense: Damage Penetration
| Physical | +35% |
Defense: Base
| Armour (hardiness) | 28.719009130622 (66.439381135396%) |
| Defense | 63 |
| Ranged Defense | 63 |
| Fatigue | 8.6899726700218 |
| Physical Save | 21 |
| Spell Save | 25 |
| Mental Save | 23 |
Defense: Resistances
| Blight | + 9%( 70%) |
| Arcane | + 5%( 70%) |
| Mind | + 6%( 70%) |
| All | 0%( 70%) |
| Lightning | + 24%( 70%) |
| Light | + 33%( 70%) |
| Temporal | + 10%( 70%) |
| Cold | + 21%( 70%) |
| Fire | + 16%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 24% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 23% |
| Poison Resistance | 20% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| 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 371 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: 13 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 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 144 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 613% 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 Willpower stat. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 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 lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+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. * 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 bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * '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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of focus. 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 pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed orc heart. 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 elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed chunk of ghoul flesh. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | pair of iron boots of speed (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | tundral pouch of steel shots of wind (17/21, 22-26 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Nature Weapon Damage 22.0 - 26.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 21 Projectile Speed +200% On-ranged-hit +12 cold On-crit, radius 2 +6 cold On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 167 physical damage Shots are used with slings to pummel your foes to death. |
| Light source | 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. |
| On head | Saledhetta the iron helm (30 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil offense ------ Critical power +5.00% Physical Power +20 (+5 eff.) Mindpower +3 (+2 eff.) defense ------ Armor +3 Defense +30 (+7 eff.) Fatigue +5% other ------- Max hate +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
| Tool | iron torque of mindblast 'Mucusarc' [power 115] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Str offense ------ Physical Crit +5.0% Ignore resists +5% physical Ignore Armor +3 When Hit 6 nature Blast the opponent's mind dealing 115 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Prismknight the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Str +1 Mag +2 Cun +9 Con offense ------ Physical Power +13 (+3 eff.) Damage +12% lightning defense ------ Resistance +24% lightning +3% light Rings make your fingers look great! |
| On fingers | Gorotir0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Physical Power +20 (+5 eff.) Accuracy +5 (+2 eff.) Ignore Armor +2 defense ------ Resistance +5% arcane Spell save +9 (+4 eff.) Life Regen +2.00 Stun Resist +24% other ------- Max stamina +20.00 Rings make your fingers look great! |
| Around neck | stabilizing copper amulet of cunning (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +10% temporal Pinning Resist +23% Knockbk Resist +20% Amulets make your neck look great! |
| In main hand | Duvydar4.0 Encumbrance T2 sling 1H weapon [Random Unique] Arcane/Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +7 acid On-Hit, radius 1 +8 arcane While equipped: Stats +3 Cun +2 Str offense ------ Physical Power +6 (+1 eff.) Damage +8% acid Ignore resists +5% physical other ------- Max hate +10.00 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Earumnir the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +5 (+1 eff.) Damage +6% physical Ignore resists +25% physical Accuracy +10 (+4 eff.) defense ------ Resistance +6% fire +6% mind +6% cold A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+2 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | Camegas (11 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str offense ------ Damage +3% physical When Hit 6 physical On-Hit (Melee): * 10 arcane resource burn defense ------ Defense +11 (+2 eff.) Resistance +9% blight Physical save +7 (+4 eff.) Spell save +9 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide hardened leather armour (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Nature While equipped: defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Life +45.00 Life Regen +4.80 Healmod +11% A suit of armour made of leather. |
Inventory
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 73; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 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 73 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Shiverripper the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: Stats +1 Wil +2 Mag offense ------ Mindpower +10 (+5 eff.) Ignore resists +15% cold defense ------ Mind save +3 (+1 eff.) other ------- Infravision +3 Amulets make your neck look great! |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- 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... |
Drerain the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Cun +1 Dex offense ------ Spellpower +15 (+12 eff.) Accuracy +5 (+2 eff.) defense ------ Armor +2 Resistance +25% lightning Stun Resist +55% Amulets make your neck look great! |
Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
ash vilestaff (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Normal] Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+6 eff.) Damage +15% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
hateful steel greatsword (25-40 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Psionic Weapon Damage 25.0 - 40.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +7 darkness Damage Against +7% Living Massive two-handed swords. |
Thunderripper the iron longsword (12-17 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Rare] Nature Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +6 nature On-Hit, radius 1 +20 lightning While equipped: Stats +2 Dex +2 Mag offense ------ Damage +6% light Ignore resists +5% light Sharp, long, and deadly. |
hateful dwarven-steel dagger of massacre (25-32 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Master/Psionic Weapon Damage 25.0 - 32.5 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +8 darkness Damage Against +9% Living Sharp, short and deadly. |
Glowcut4.0 Encumbrance T1 sling 1H weapon [Rare] Arcane Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 On-ranged-hit +6 acid +20 light While equipped: Stats +3 Dex +1 Wil offense ------ Damage +9% acid defense ------ Resistance +3% temporal Crit Resistance 10.00% other ------- Infravision +1 Slings are used to hurl stones or metal shots at your foes. |
flaming quiver of yew arrows (24/24, 36-51 power, 10 apr)3.0 Encumbrance T3 arrow ammo [Ego] Arcane Weapon Damage 36.5 - 51.1 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 24 On-Hit, radius 1 +12 fire Arrows are used with bows to pierce your foes to death. |
dwarven-steel shield (0 def, 6 armour, 33-40 power, 77 block)7.0 Encumbrance T3 shield armor [Normal] When used to Attack: Weapon Damage 33.0 - 39.6 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.5% Block +77 While equipped: defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
focusing linen robe of lightning (+16%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Damage +11% lightning defense ------ Resistance +16% lightning +7% all other ------- Mana/turn +0.11 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Armylen' (3 def, 3 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Nature/Master While equipped: Stats +5 Cun +3 Con offense ------ Damage +13% fire +12% physical defense ------ Armor +3 Defense +3 (+0 eff.) Resistance +12% physical +19% fire +9% all Physical save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eel-skin armour (16 def, 0 armour)9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+4 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% Call Lightning: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 43.78 to 131.33 lightning damage (87.55 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
rough leather belt of magery1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: Stats +3 Mag +4 Wil offense ------ Spell Crit +3% A belt that goes around your waist. |
thick linen cloak (1 def, 5 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Armor +5 Defense +1 (+0 eff.) Resistance +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Godhema the Hailnaught (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +5 Str +5 Con offense ------ Damage +7% physical +6% fire +12% cold Ignore resists +15% fire +5% cold When Hit 4 darkness defense ------ Armor +3 Resistance +6% cold other ------- Size +1 A pair of boots made of leather. |
Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 32.51 to 97.52 lightning damage (65.01 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
rough leather cap 'Gilydil' (15 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Critical power +10.00% Accuracy +5 (+2 eff.) defense ------ Armor +1 Defense +15 (+3 eff.) Fatigue +1% Resistance +6% cold Crit Resistance 5.00% other ------- Infravision +3 Breathe water A cap made of leather. |
Burnwalker (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Dex offense ------ Damage +18% mind Ignore resists +10% fire When Hit 8 mind 4 fire defense ------ Armor +3 Fatigue +3% Resistance +13% darkness +9% acid other ------- Infravision +4 A cap made of leather. |
Isalrakira the Ashstrike (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +8 Dex +2 Mag offense ------ Damage +6% fire defense ------ Armor +3 Fatigue +5% Mind save +3 (+1 eff.) other ------- Max psi +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 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. |
2 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. |
3 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. |
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. |
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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
197 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. |
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 46.09 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 46.09 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. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Salodhebeth the Flashnaught (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str +2 Dex +2 Wil offense ------ Damage +6% nature Ignore resists +10% light defense ------ Resistance +10% nature +12% light Crit Resistance 15.00% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Cracklevagrant (dig speed 15 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Damage +3% lightning +6% nature Ignore resists +15% lightning On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Resistance +15% lightning +3% nature Life +25.00 other ------- Max stamina +16.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
evasive iron torque of gale force [power 100] (15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 109 physical damage Puts all charms on 15 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of stinging [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
ash totem of summon tentacle [power 150] (25 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 332 Base Damage: 160 Armor: 9 All Resist: 10 Puts all charms on 25 turn cooldown Natural totems are made by powerful wilders to store nature power. |
innervating elm wand of shielding [power 116] (20 cooldown)2.0 Encumbrance 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 turn cooldown 100% to reduce fatigue by 24% for 2 turns. 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 Skirmy the Halfling Skirmisher level 10
12nd Dusk 122nd year of Ascendancy at 09:33 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Skirmy the Halfling Skirmisher level 10
2nd Mirth 122nd year of Ascendancy at 08:36 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Skirmy the Halfling Skirmisher level 10
2nd Mirth 122nd year of Ascendancy at 21:04 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Skirmy the Halfling Skirmisher level 10
4th Mirth 122nd year of Ascendancy at 12:39 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Skirmy the Halfling Skirmisher level 16
51st Dusk 122nd year of Ascendancy at 21:21 see stats
Log
Eilinytira the assassin is knocked back!
Skirmy's Hurricane Shot hits Giant yellow ant for 74 physical damage.
Skirmy's Hurricane Shot hits Eilinytira the assassin for 62 physical, 6 acid, 8 cold, 5 arcane, 153 physical (234 total damage).
Skirmy's Hurricane Shot hits Shadow for 7 arcane damage.
Skirmy's Hurricane Shot hits Something for 140 physical damage.
Skirmy's Hurricane Shot hits Something for 162 physical damage.
Skirmy's Hurricane Shot hits Giant yellow ant for 7 arcane, 162 physical (168 total damage).
Skirmy's Hurricane Shot hits Eilinytira the assassin for 5 arcane, 153 physical (158 total damage).
Skirmy's Hurricane Shot hits Shadow for 162 physical damage.
Skirmy's Hurricane Shot hits Glorabremina the giant acid ant for 58 physical, 6 acid, 10 cold, 7 arcane, 140 physical (221 total damage).
Skirmy's Hurricane Shot killed Giant yellow ant!
Skirmy's Hurricane Shot killed Shadow!
Skirmy becomes more vulnerable to physical.
Skirmy is no longer evading attacks.
Bleeding from Skirmy hits Eilinytira the assassin for 32 physical damage.
Eilinytira the assassin stops bleeding.
Skirmy speeds up.
Skirmy uses Infusion: Regeneration.
Skirmy starts regenerating health quickly.
Ritch flamespitter spits flames!
Ritch flamespitter hits Skirmy for (12 flat reduction), 60 fire (60 total damage).
Skirmy's morale has been lowered.
Eilinytira the assassin uses Willful Strike.
Eilinytira the assassin's mind surges with critical power!
Skirmy reacts to damage from Eilinytira the assassin, mitigating the blow!.
Skirmy tries to evade attacks.
Eilinytira the assassin hits Skirmy for (12 flat reduction), (139 reacted , -5 stam), 283 physical (283 total damage).
Skirmy the level 18 halfling skirmisher was eviscerated to death by Eilinytira the assassin on level 1 of The Maze.




























































































