










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Ascendancy Level Cap Remover 1.7.6--- DESCRIPTION --- This addon removes the level 50 cap from the game (Age of Ascendancy main campaign and arena mode). I'm unsure if it works with DLC (I don't have the DLCs ;-; ). Enjoy :) P.S: This is a simpler version of "Campaign Uncapper" by Starkeep. Instead of scaling every dungeon to your level, this one only removes the level cap. Consider checking that addon out! --- INSTALLATION --- 1) Download the file 2) Move it inside /(Your Game Directory)/game/addons 3) Launch Tales of Maj'Eyal 4) On the main menu, select "Addons" 5) Find "Ascendancy Level Cap Remover" and ensure it's active --- COMPATIBILITY --- It is not compatible with mods that change data/birth/descriptors.lua (It should be compatible with most mods; it is unknown if it works with the ones that add new campaigns) Updated to work for 1.7.6 Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Escort Life Adjustment 1.7.0Allows the player to set the minimum life and life regen of escorts as a setting in the Gameplay menu. This should be more compatible with addons that change the escort quests, as it uses the provided hook to loop through the escort data structure and adjusts max_life and life_regen values on the actors. 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.
Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Ignore Race/Class Locks 1.7.0Modifies 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.] No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. Much More Adventurous 1.7.0Gives adventurers every talent tree in the game. This includes things like object talents, talents from summons (golem, mecharachnid, etc), npc only talents (horrors, soul eater, etc), talents mostly removed from the game (old paradox mage and archer talents, etc), partially implemented talents (like the unavailable celestial class), and hidden talents not normally available on their own (individual poisons, traps, hymns, etc). Many of these are very unbalanced, and while I have removed every buggy talent I could find, combining talents that aren't normally available together on the player may cause a bad reaction. If you find something like this please let me know, I'm doing my best to modify every talent that needs it to work properly on the player. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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:
Number Codes 1.7.4Replace the sharp codes in Occult Egress with number Adjustable Levelup 1.5.10Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. 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. Godfeaster on the Map 1.7.0Places the Godfeaster on the map instead of as a random encounter, and warns you about not being able to rod out. Essentially a copy-paste of Melinda on the Map. Items Vault 1.7.6Donators/Buyers bonus! 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:
Communist Artifacts 1.7.4Equalizes the rarity of all artifacts, because I'm sick of seeing Girdle of the Calm Waters in egress. 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. Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Cash Grab 1.6.7Reduces value reductions from zones. Feel free to comment, but bear in mind that this is designed for people who WANT to grind for insanely specific end-game loot. If you don't wanna do that, don't download the mod. Those value penalties were put in to discourage a specific style of play, this addon is for people who wanna do that style of play anyway. TODO: Farportals. I've found the code but don't want to overload the large piece of code it's in, and I don't seem to be able to superload the things that define Farportal value. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Angelus Errare 1.4.6Increases the chance for special farportal events after winning the game. Eases access to the eidolon plane for roguelike winners. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Tough Melinda 1.5.0This mod give 1000 more hp to Melinda and increase is regeneration of 100 (140 with modificator) No Talent Caps 1.7.6Removes talent level caps. This is balanced to just allow to go beyond level 5 without Infinite Dungeon shenanigans, it doesn't give any advantages or points' Weight: 293587 |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 19 / 79% |
| Size | medium |
| Lifes / Deaths | Killed by Xeraseta the elven guard at level 19 on the 1st Dusk 122nd year of Ascendancy at 06:25 / 1 |
Primary Stats
| Strength | 48 (base 21) |
| Dexterity | 28 (base 12) |
| Constitution | 34 (base 19) |
| Magic | 59 (base 45) |
| Willpower | 61 (base 47) |
| Cunning | 63 (base 39) |
Resources
| Mana | 66/463 |
| Equilibrium | 45 |
| Life | -28/394 |
| Positive | 104/104 |
| Stamina | 242/282 |
| Psi | 0/344 |
| Healing Factor | 1.185336564623 |
| Regeneration | 0.29633414115575 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 2 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 73 |
| Accuracy | 47 |
| Crit Chance | 24% |
| APR | 1 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 39 |
| Accuracy | 47 |
| Crit Chance | 24% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 57 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Acid | +18% |
| Physical | +3% |
| Mind | +21% |
| Nature | +18% |
Offense: Damage Penetration
| Mind | +10% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 55 (60%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 8 |
| Physical Save | 40.4 |
| Spell Save | 44.4 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Blight | + 22%( 70%) |
| Physical | + 18%( 70%) |
| Cold | + 19%( 70%) |
| All | + 17%( 70%) |
| Darkness | + 19%( 70%) |
| Temporal | + 19%( 70%) |
| Mind | + 19%( 70%) |
| Nature | + 42%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 215 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Spell / Arcane | 1.00 |
| 1 |
| 1 |
| 1 |
| 3 |
| Technique / Magical combat | 1.00 |
| 1 |
| 1 |
| 1 |
| 1 |
| Psionic / Solipsism | 1.00 |
| 4 |
| 1 |
| 2 |
| 1 |
| Celestial / Darkside | 1.00 |
| 1 |
| 1 |
| 0 |
| 0 |
| Psionic / Psi-fighting | 1.00 |
| 1 |
| 2 |
| 0 |
| 0 |
| Wild-gift / Earthen vines | 1.00 |
| 2 |
| 1 |
| 0 |
| 0 |
| Spell / Eldritch shield | 1.00 |
| 5 |
| 2 |
| 1 |
| 1 |
| Wild-gift / Earthen power | 1.00 |
| 4 |
| 1 |
| 1 |
| 0 |
| Spell / Air | 1.00 |
| 1 |
| 0 |
| 0 |
| 0 |
| Spell / Enhancement | 1.00 |
| 1 |
| 1 |
| 1 |
| 5 |
Generic Talents
| Spell / Aegis | 1.00 |
| 1 |
| 1 |
| 1 |
| 1 |
| Psionic / Finer energy manipulations | 1.00 |
| 1 |
| 3 |
| 1 |
| 5 |
| Race / Dwarf | 1.00 |
| 1 |
| 1 |
| 4 |
| 0 |
| Technique / Combat training | 1.00 |
| 2 |
| 2 |
| 0 |
| 4 |
| 0 |
| 0 |
| 0 |
| Cunning / Scoundrel | 1.00 |
| 3 |
| 3 |
| 3 |
| 3 |
Effects
Quests
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 stranded daemon-powered to the recall portal on level 2 of Norgos Lair. Escort: stranded daemon-powered (level 2 of Norgos Lair)As a reward you improved Strength by +8. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. 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.' * You've found the needed black mamba head. * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed xorn fragment. * 'Needed: one storm wyrm claw. I recommend severing one of their 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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | active |
Equipment
| Psionic focus | thought-forged iron battleaxe (12-19 power, 1 apr)3.0 T1 battleaxe 1H weapon [Ego] Psionic Power 12.5 - 18.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +7 mind On Hit: * 14% chance to reduce all saves and defense by 34 While equipped: Stats +2 Cun +3 Wil Massive two-handed battleaxes. |
| On hands | Emarimira (0 def, 5 armour)1.0 T1 hands armor [Rare] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Mind.crit +3% Mind.pwr +5 (+2 eff.) Melee+ 4 acid 4 fire 4 cold 4 lightning Dmg.mod +6% mind Res.pen +10% mind Melee Ret 4 mind ----- def ----- Armour +5 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | Deliroddahad2.0 T1 lite [Rare] Master While equipped: Stats +5 Cun +2 Dex dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +9 (+3 eff.) ---------- misc Light +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Emelora the linen wizard hat (16 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% acid ----- def ----- Defense +16 (+5 eff.) Resists +6% blight +3% mind +6% acid Mind.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
| On feet | pair of rough leather boots 'Deepstickler' (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Mag +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +6% darkness ----- def ----- Armour +3 ---------- misc Infravis +2 A pair of boots made of leather. |
| Tool | Smearripper the ash totem of thorny skin [power 28] (14/20 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% nature Res.pen +5% nature Melee Ret 4 lightning On Hit (Melee): * 20% chance to slow global speed by 62% Harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to increase the duration of 1 beneficial effects by 2. 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Cuthachak0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Str +1 Dex +2 Con dps ---------- Phys.crit +2.0% ----- def ----- Armour +4 Rings make your fingers look great! |
| On fingers | Aeriganor the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +1 Dex +6 Con dps ---------- Crit.mult +10.00% Phys.pwr +16 (+5 eff.) Apr +1 ----- def ----- Resists +2% physical Rings make your fingers look great! |
| 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... |
| In main hand | flaming steel shield (0 def, 4 armour, 12-14 power, 41 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 12.0 - 14.4 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +41 On Hit.r1 +13 fire While equipped: dps ---------- Melee+ 6 fire Melee Ret 5 fire ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
| Around waist | Voribrerille1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +16.00% Phys.pwr +3 (+1 eff.) Dmg.mod +3% physical On Hit (Melee): * 20% chance to slow global speed by 62% ----- def ----- Resists +3% temporal +3% cold A belt that goes around your waist. |
| In off hand | steel shield of shrapnel (0 def, 4 armour, 18-21 power, 40.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 17.5 - 21.0 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 218 physical damage over 5 turns (1/turn) ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Adesetta the Murkking (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Dex +4 Cun +2 Con ----- def ----- Defense +1 (+0 eff.) Resists +3% darkness Crit.chn- 15.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
movement infusion (speed 490%; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 490% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Mayildawe (30-46 power, 2 apr)5.0 T1 greatmaul 2H weapon [Rare] Master Power 30.5 - 45.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +4 physical While equipped: dps ---------- Crit.mult +10.00% Apr +4 ----- def ----- Defense +15 (+5 eff.) Massive two-handed mauls. |
iron greatsword (16-26 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 16.0 - 25.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
Surefire4.0 T1 longbow 2H weapon [Unique] Master Acc+ +0.2% 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. |
Tuloledralar the ash longbow4.0 T2 longbow 2H weapon [Random Unique] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Proj.spd +200% Ranged+ +8 temporal While equipped: Stats +3 Cun +3 Str dps ---------- Phys.pwr +9 (+3 eff.) Phys.spd +10% Res.pen +8% physical On Hit (Ranged): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +5% arcane Longbows are used to shoot arrows at your foes. |
iron mace of crippling (12-17 power, 2 apr)3.0 T1 mace 1H weapon [Ego+] Master Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Blunt and deadly. |
Hazeoracle (2-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% Melee+ +20 acid +8 cold On Hit.r1 +16 cold While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +3% nature +6% acid ----- def ----- Resists +6% blight Disease- +12% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 195.27 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Emysemina the Rothunger (10-12 power, 2 apr, light element)5.0 T1 staff 2H weapon [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Mind.crit +5% Spell.pwr +3 (+1 eff.) Dmg.mod +10% light +6% nature ----- def ----- Defense +6 (+2 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Vim/s.crit +2.00 Max.vim +20.00 Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 98.26 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. |
surging ash magestaff of fate (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +6 (+2 eff.) S.pwr/crit +3 Dmg.mod +15% fire ----- def ----- Phys.save +6 (+2 eff.) Spell.save +5 (+1 eff.) Mind.save +6 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
acidic steel waraxe (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 135 damage over 5 turns and reducing armor and accuracy by 17 One-handed war axes. |
chilling steel waraxe (15-21 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 cold One-handed war axes. |
Rhydradir the Lightningclash (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Melee Ret 2 lightning ----- def ----- Defense +7 (+2 eff.) Phys.save +6 (+2 eff.) ---------- misc Infravis +2 See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
spellwoven cashmere robe of light (+21%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+1 eff.) Dmg.mod +14% light ----- def ----- Resists +21% light +11% all Spell.save +15 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots 'Silylenne' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Phys.crit +4.0% ----- def ----- Armour +1 Fatigue -4% Phys.save +6 (+2 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
scholar's pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Armour +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. |
iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +12 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gorydubers the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +12% temporal ----- def ----- Armour +3 Fatigue +3% Resists +6% acid +3% temporal +7% cold +7% fire +7% lightning Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/ret +1.40 Equi/ret +0.70 A cap made of leather. |
grounding iron helm of dexterity (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +5% Resists +7% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
rough leather cap 'Demonresolve' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +3% mind +6% cold A cap made of leather. |
rough leather cap 'Sleetusher' (5 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +7 Str +3 Wil +3 Cun +2 Con dps ---------- Res.pen +5% blight +15% cold Acc +5 (+2 eff.) On Melee Ret: * 11% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Defense +5 (+1 eff.) Fatigue +1% A cap made of leather. |
iron mail armour of lightning resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +16% lightning A suit of armour made of mail. |
prismatic steel mail armour of lightning resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +17% lightning +11% light +10% darkness A suit of armour made of mail. |
rough leather armour 'Anagalin' (3 def, 2 armour)9.0 T1 light armor [Rare] Arcane While equipped: Stats +5 Str +4 Mag +2 Wil dps ---------- Melee+ 10 acid 10 fire Melee Ret 9 acid 9 fire ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +13% acid +11% fire Crit.chn- 15.00% A suit of armour made of leather. |
iron shield (0 def, 2 armour, 10-11 power, 17.5 block)7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +18 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
iron shield (0 def, 2 armour, 10-11 power, 21 block)7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +21 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced iron shield (0 def, 4 armour, 8-10 power, 40 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 8.0 - 9.6 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +40 While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
3 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. |
143 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Shadowmalice the brass lantern2.0 T1 lite [Rare] Master While equipped: Stats +3 Cun +1 Dex ----- def ----- Resists +3% darkness ---------- 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern of clarity2.0 T1 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Heal.mod +11% ---------- misc Light +3 See.Stealth +7 See.Invis +6 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. |
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. |
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. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
4 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. |
5 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. |
3 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. |
Achievements
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Waldo the Hidden the Cornac Adventurer level 10
4th Mirth 122nd year of Ascendancy at 02:13 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Waldo the Hidden the Cornac Adventurer level 19
1st Dusk 122nd year of Ascendancy at 02:44 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Waldo the Hidden the Cornac Adventurer level 16
2nd Summertide 122nd year of Ascendancy at 12:34 see stats
Log
Xeraseta the elven guard's firestorm hits Waldo the Hidden for (26 flat reduction), (20 absorbed), 79 to psi, 161 fire (240 total damage).
Xeraseta the elven guard's Body of Fire hits Waldo the Hidden for (26 flat reduction), (52 absorbed), 0 fire (0 total damage).
Waldo the Hidden's arcane area effect hits Xeraseta the elven guard for 22 arcane damage.
Waldo the Hidden's arcane area effect killed Xeraseta the elven guard!
Waldo the Hidden picks up (a.): movement infusion (speed 490%; cd 11).
Waldo the Hidden picks up (k.): acidic steel waraxe (14-20 power, 3 apr).
Waldo the Hidden picks up (l.): chilling steel waraxe (15-21 power, 3 apr).
Waldo the Hidden picks up (p.): spellwoven cashmere robe of light (+21%) (0 def, 0 armour).
Waldo the Hidden picks up (v.): iron helm (0 def, 3 armour).
You pickup 1.00 gold pieces.
Waldo the Hidden picks up (S.): zircon.
Waldo the Hidden picks up (F.): 65 alchemist agate.
Waldo the Hidden picks up (u.): Gorydubers the hardened leather cap (0 def, 3 armour).
Waldo the Hidden picks up (B.): prismatic steel mail armour of lightning resistance (2 def, 6 armour).
Waldo the Hidden picks up (N.): survivor's brass lantern of clarity.
Waldo the Hidden picks up (k.): surging ash magestaff of fate (15-18 power, 3 apr, fire element).
Waldo the Hidden converts some damage to Psi!
Xeraseta the elven guard's firestorm hits Waldo the Hidden for 58 to psi, 118 fire (175 total damage).
Waldo the Hidden converts some damage to Psi!
Xeraseta the elven guard's firestorm hits Waldo the Hidden for 41 to psi, 140 fire (181 total damage).
Waldo the Hidden uses Resilience of the Dwarves.
Waldo the Hidden's skin turns to stone.
Stone Vine from Waldo the Hidden hits Golem (servant of Xeraseta the elven guard) for 29 nature, 19 arcane (49 total damage).
Waldo the Hidden stops regenerating health quickly.
Waldo the Hidden converts some damage to Psi!
Xeraseta the elven guard's firestorm hits Waldo the Hidden for (59 flat reduction), 18 to psi, 112 fire (130 total damage).
Xeraseta the elven guard receives 64 healing from Blood Splash.
Waldo the Hidden the level 19 cornac adventurer was boiled to death by Xeraseta the elven guard on level 2 of Rhaloren Camp.



















































































































