








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
| Addons | Forbidden Cults 1.6.0Official 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.
Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Items Vault 1.6.0Donators/Buyers bonus! Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. Cornac Rectification 1.5.10The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.0Official 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:
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 Ashes of Urh'Rok 1.6.0Official 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:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Adventurer Class Boost 1.3.1This mod is not intended to be balanced. For the majority of players, it will likely spoil/ruin the game. If you are one of those players, do not download or use the mod. This mod alters the Adventurer class to provide even more freedom in customizing your talents. A new elven subrace is also included which provides several talents (i.e. racial) which Adventurer does not pick up. Sufficient points and options are available to make character level the only limiting factor in your talent selections. You are not obligated to use all points provided. Given the boosts your character will receive while playing with this mod active, it is strongly recommended that you select the highest difficulty setting available to you. If you have not yet unlocked the Adventurer class, you will also need the Ignore Race/Class Locks mod. This mod was tested with TOME v1.3.1. Since it only edits the Adventurer-class-specific data and adds a sub-race, it should remain compatible with most other mods. For example, the Infinite 500 mod alters many parts of the game mechanics, but it doesn't make edits which affect Adventurers without affecting other characters, so the edits do not conflict. Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Superhuman |
| Class | Brawler |
| Level / Exp | 17 / 18% |
| Size | medium |
| Lifes / Deaths | Killed by Weirdling Beast at level 17 on the 4th Allure 123rd year of Ascendancy at 01:41 / 1 |
Primary Stats
| Strength | 42 (base 19) |
| Dexterity | 57 (base 44) |
| Constitution | 45 (base 10) |
| Magic | 22 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 58 (base 44) |
Resources
| Life | -79/985 |
| Mana | 126/246 |
| Stamina | 68/193 |
| Healing Factor | 1.2441860465116 |
| Regeneration | 15.646802909097 |
Speed
| Mental | -6.3726801613484E-12% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +200% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 8 |
| See Stealth | 71.480133322538 |
| See Invisible | 74.480133322538 |
Offense: Barehand
| Damage | 67 |
| Accuracy | 50 |
| Crit Chance | 32% |
| APR | 3 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +12% |
| Temporal | +6% |
| Mind | +33% |
| Arcane | +18% |
| Fire | +6% |
| Lightning | +17% |
Offense: Damage Penetration
| Blight | +5% |
| Lightning | +5% |
| Mind | +20% |
| Temporal | +5% |
Defense: Base
| Armour (hardiness) | 15 (58.391959798995%) |
| Defense | 62 |
| Ranged Defense | 62 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 31 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Arcane | + 2%( 70%) |
| Cold | + 2%( 70%) |
| All | -20%( 70%) |
| Darkness | -4%( 70%) |
| Light | -3%( 70%) |
| Temporal | -16%( 70%) |
| Mind | -8%( 70%) |
| Lightning | + 10%( 70%) |
| Fire | -6%( 70%) |
| Nature | -13%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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 effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Pugilism | 1.50 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.80 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.50 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Grappling | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.50 |
| 3/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Wild-gift / Harmony | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | Countering melee attacks: Has a 36% chance to get an automatic counter attack when avoiding a melee attack. (1.8 counters remaining) Counter Attacking |
| beneficial effect | Increases defense by 19. Mobile Defense |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | One or more of your marked sustains has been deactivated: Sustain Loss· Premonition · Daunting Presence · Exploit Weakness |
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 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * 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 |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * '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 vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | Stormlore the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +4 (+2 eff.) Dmg.mod +6% lightning +12% mind Res.pen +5% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 21 ----- def ----- Armour +1 A pair of boots made of leather. |
| On hands | Anelevor the Jettitan (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% darkness ----- def ----- Armour +2 Resists +5% arcane +3% temporal +3% light +3% darkness Spell.save +3 (+1 eff.) HP.reg +4.00 ---------- misc Stam/turn +0.60 Max.stam +20.00 Unarmed combat: Power 15.5 - 17.1 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Adalaith the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Cun +6 Con dps ---------- Res.pen +5% blight ----- def ----- Armour +1 Fatigue +1% Crit.dmg- 15.00% ---------- misc See.Invis +3 A cap made of leather. |
| Tool | iron pickaxe 'Rhufang' (dig speed 19 turns)3.0 T1 digger tool [Rare] Psionic While equipped: Stats +1 Str dps ---------- Dmg.mod +5% mind +6% fire Res.pen +5% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% acid +6% nature Mind.save +9 (+5 eff.) Silence- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | wizard's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Spell.save +4 (+2 eff.) Rings can have magical properties. |
| On fingers | marksman's copper ring of the mind (+10%)0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% mind Acc +6 (+2 eff.) ----- def ----- Resists +10% mind Rings can have magical properties. |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| Main armor | prismatic cured leather armour of acid resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Resists +16% acid +11% light +10% darkness A suit of armour made of leather. |
| Light source | bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| Cloak | Salovea (2 def, 7 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind Res.pen +20% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 21 ----- def ----- Armour +7 Defense +2 (+0 eff.) Resists +15% cold +5% arcane +9% fire Max.HP +40.00 Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Chalyblek the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+2 eff.) Dmg.mod +18% arcane +6% temporal Melee Ret 2 arcane ----- def ----- Resists +5% arcane Mind.save +6 (+3 eff.) A belt that goes around your waist. |
Inventory
Prismatic Rune (6 turns; physical, light, darkness, nature, arcane)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd 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: 4 physical, 5 light, 3 darkness, 5 nature, 4 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 328; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 328 damage for 4 turns. 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. |
shielding rune of the duelist (absorb 221; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 221 damage for 4 turns. 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. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Phlegmtorrent (26-41.6 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Master Power 26.0 - 41.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: ----- def ----- Resists +9% blight +3% light Pinning- +10% Massive two-handed swords. |
steel greatsword 'Brodyyasus' (23.5-37.6 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Master Power 23.5 - 37.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +8.0% Atk.spd 100% While equipped: Stats +1 Dex +3 Con dps ---------- Acc +10 (+4 eff.) Apr +3 ----- def ----- Defense +9 (+2 eff.) Disarm- +31% Massive two-handed swords. |
iron longsword 'Shiverfoe' (12-16.8 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Arcane Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 temporal While equipped: dps ---------- Crit.mult +5.00% Phys.pwr +5 (+2 eff.) Dmg.mod +3% physical +12% cold ----- def ----- Resists +6% temporal +6% cold Sharp, long, and deadly. |
Shinepunish the iron waraxe (11.5-16.1 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Disrupt Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 11 arcane resource burn While equipped: dps ---------- Res.pen +5% light ----- def ----- Resists +6% lightning +6% temporal +9% blight ---------- misc Light +1 One-handed war axes. |
Freezerain the steel waraxe (14-19.6 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Disrupt Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +4 cold On Hit: * 8% chance to slow global speed by 47% * 20% chance to reduce armor by 24% While equipped: dps ---------- Dmg.mod +3% acid Res.pen +15% fire ----- def ----- Resists +6% cold One-handed war axes. |
Layolle the Wretchsever (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Psionic Power 10.0 - 13.0 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 mind +8 nature On Hit: * 11% chance to reduce all saves and defense by 21 While equipped: Stats +2 Cun +1 Wil dps ---------- Dmg.mod +12% lightning +3% light Res.pen +10% light +5% nature ----- def ----- Resists +9% lightning Sharp, short and deadly. |
dwarven-steel dagger 'Flashwither' (17-22.1 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Psionic Power 17.0 - 22.1 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +20 lightning On Hit.r1 +16 lightning On Crit.r2 +8 mind On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 21 ----- def ----- Resists +5% arcane Sharp, short and deadly. |
mitotic mossy mindstar of flames (3-3.3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego++] Nature Power 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +12 Crit +4.5% Atk.spd 100% On Hit: * 5% chance to slow global speed by 47% * 6% chance to reduce armor by 24% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) All.spd +2% Melee+ 5 fire Dmg.mod +4% fire Res.pen +5% fire ----- def ----- Resists +5% fire ---------- misc Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 cooldown 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. |
Charged Focus (10-11 power, 24 apr, lightning damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 10.0 - 11.0 Lightning Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+6 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+5 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
Surefire4.0 T1 longbow 2H weapon Reqs Shoot [Unique] Master Acc+ +0.3% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Gyldil the Rimewrither (17/17, 12.5-17.5 power, 5 apr)3.0 T1 arrow ammo [Rare] Nature Power 12.5 - 17.5 Physical Uses 50% Str, 70% Dex Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 17 Ranged+ +8 nature +20 acid On Hit.r1 +16 acid +12 cold On Crit.r2 +4 cold Arrows are used with bows to pierce your foes to death. |
Airraze the quiver of ash arrows (18/18, 20.5-28.7 power, 7 apr)3.0 T2 arrow ammo [Rare] Master Power 20.5 - 28.7 Physical Uses 50% Str, 70% Dex Acc+ +0.3% crit chance (max 25%) Acc +11 Apr +7 Crit +1.5% Capacity 18 Ranged+ +20 light +4 lightning On Hit.r1 +4 lightning On Crit.r2 +4 lightning Arrows are used with bows to pierce your foes to death. |
Isabeth the Bolttrail (19/46, 28-39.2 power, 7 apr)3.0 T2 arrow ammo [Random Unique] Master Power 28.0 - 39.2 Physical Uses 50% Str, 70% Dex Acc+ +0.3% crit chance (max 25%) Acc +14 Apr +7 Crit +10.5% Capacity 46 Ranged+ +8 lightning On Hit.r1 +20 lightning On Crit.r2 +12 light On Crit: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +2 Arrows are used with bows to pierce your foes to death. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 7 Travel.spd 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 29.48 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Thalore-Wood Cuirass (4 def, 12 armour)12.0 T2 massive armor [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+1 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Frostdare the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Mind.crit +2% Mind.pwr +5 (+2 eff.) Dmg.mod +9% cold ----- def ----- Resists +6% cold +6% fire Mind.save +3 (+2 eff.) ---------- misc Max.hate +6.00 A belt that goes around your waist. |
Olyzilabar the Splendourspire1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +6% mind Res.pen +5% nature +10% mind ----- def ----- Resists +9% light Phys.save +6 (+3 eff.) ---------- misc Light +3 A belt that goes around your waist. |
Salewe the Blazerebel (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +1 Wil +1 Con dps ---------- Mind.crit +1% Dmg.mod +9% light ----- def ----- Defense +1 (+0 eff.) Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Quenchrigor the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Dmg.mod +12% cold Res.pen +10% acid Melee Ret 4 cold On Hit (Melee): * 20% chance to reduce armor by 24% ----- def ----- Armour +3 Fatigue +2% Resists +3% fire Phys.save +11 (+6 eff.) Mind.save +12 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Relgadurak the Sunguile (0 def, 5 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +10% fire ----- def ----- Armour +5 Fatigue +2% Resists +3% fire +1% physical +3% cold +3% temporal Disease- +20% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
polar hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 cold Dmg.mod +4% cold Acc +10 (+4 eff.) ----- def ----- Armour +2 Resists +6% cold Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.3% crit chance (max 25%) Acc +7 Apr +3 Crit +8.0% Atk.spd 125% On Crit.r2 +7 ice On Hit: 10% Ice Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Unarmed combat: Power 13.0 - 18.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +10 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 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. |
Abyssviper the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% acid +9% fire +6% cold Acc +7 (+3 eff.) Melee Ret 6 fire ----- def ----- Armour +2 Fatigue +3% Resists +6% cold Phys.save +6 (+3 eff.) Mind.save +5 (+3 eff.) Disarm- +22% Unarmed combat: Power 18.0 - 25.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +6 Apr +9 Crit +8.0% Atk.spd 100% On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Ce'Niretira the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Res.pen +15% acid ----- def ----- Defense +1 (+0 eff.) Resists +3% acid Mind.save +9 (+5 eff.) Heal.mod +5% Poison- +20% A pointy cloth hat, very wizardly... |
linen wizard hat 'Falusta' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Res.pen +10% acid ----- def ----- Defense +1 (+0 eff.) Resists +6% darkness +6% blight +6% fire +3% nature +9% cold A pointy cloth hat, very wizardly... |
rough leather cap 'Frostspiker' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +18% cold Melee Ret 2 lightning ----- def ----- Armour +1 Fatigue +1% Resists +9% acid +3% lightning ---------- misc Stam/ret +0.80 Equi/ret +0.90 A cap made of leather. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.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. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.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 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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. |
50 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Bokahek the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +1 Cun +3 Mag ----- def ----- Resists +3% fire Phys.save +6 (+3 eff.) Mind.save +12 (+6 eff.) Heal.mod +11% Teleport- +10% ---------- misc Max.psi +10.00 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. |
Goldama2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) ----- def ----- Resists +3% mind Mind.save +6 (+3 eff.) ---------- misc Equi/ret +0.12 Light +3 See.Stealth +6 See.Invis +5 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Edetchi the Superhuman Brawler level 16
59th Dusk 122nd year of Ascendancy at 23:47 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Edetchi the Superhuman Brawler level 10
6th Mirth 122nd year of Ascendancy at 19:45 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Edetchi the Superhuman Brawler level 8
78th Pyre 122nd year of Ascendancy at 10:42 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Edetchi the Superhuman Brawler level 12
8th Flare 122nd year of Ascendancy at 20:00 see stats
Log
Weirdling Beast's spell attains critical power!
Edetchi speeds up.
Talent Axe Kick is ready to use.
Talent Spinning Backhand is ready to use.
Acid Splash from Weirdling Beast hits Edetchi for (16 flat reduction), 0 acid (0 total damage).
Edetchi activates Daunting Presence.
Edetchi slows down.
Shadow's morale has been lowered.
Edetchi is free from the acid.
Edetchi stops regenerating health quickly.
Talent Double Strike is ready to use.
Talent Combination Kick is ready to use.
Weirdling Beast's morale has been lowered.
Edetchi deactivates Daunting Presence.
Edetchi's Daunting Presence has been deactivated!
Edetchi deactivates Exploit Weakness.
Edetchi's Exploit Weakness has been deactivated!
Edetchi deactivates Striking Stance.
Edetchi's Striking Stance has been deactivated!
Something hits Edetchi for (25 flat reduction), 93 blight (93 total damage).
Talent Rune: Shielding is ready to use.
Weirdling Beast uses Mind Sear.
Saving game...















































































































