











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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 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. 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. 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. 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.] 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:
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. Angelus Errare 1.4.6Increases the chance for special farportal events after winning the game. Eases access to the eidolon plane for roguelike winners. 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. Tough Melinda 1.5.0This mod give 1000 more hp to Melinda and increase is regeneration of 100 (140 with modificator) 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 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. 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. No Escort Quests 1.3.0Prevents escort quests from being generated. Frequently Asked Questions: Items Vault 1.7.6Donators/Buyers bonus! 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. Communist Artifacts 1.7.4Equalizes the rarity of all artifacts, because I'm sick of seeing Girdle of the Calm Waters in egress. 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. Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 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. 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 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. 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 / 17% |
| Size | medium |
| Lifes / Deaths | Killed by Bethida the wolf at level 19 on the 19th Dusk 122nd year of Ascendancy at 03:37 / 1 |
Primary Stats
| Strength | 60 (base 22) |
| Dexterity | 28 (base 12) |
| Constitution | 33 (base 18) |
| Magic | 61 (base 42) |
| Willpower | 48 (base 46) |
| Cunning | 48 (base 37) |
Resources
| Mana | 69/398 |
| Equilibrium | 30 |
| Life | -89/431 |
| Stamina | 265/265 |
| Psi | 0/305 |
| Healing Factor | 1.1789294477288 |
| Regeneration | 2.6525912573898 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 2 |
| See Stealth | 6 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 86 |
| Accuracy | 48 |
| Crit Chance | 14% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 39 |
| Accuracy | 48 |
| Crit Chance | 14% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Nature | +3% |
| Lightning | +12% |
| Arcane | +5% |
| Mind | +24% |
| All | 0% |
Offense: Damage Penetration
| Blight | +15% |
| Mind | +25% |
| Fire | +15% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 31 (30%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 22 |
| Physical Save | 42.4 |
| Spell Save | 38.4 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 14%( 70%) |
| Blight | + 17%( 70%) |
| Arcane | + 11%( 70%) |
| Cold | + 26%( 70%) |
| All | + 6%( 70%) |
| Lightning | + 38%( 70%) |
| Light | + 9%( 70%) |
| Temporal | + 11%( 70%) |
| Physical | + 16%( 70%) |
| Darkness | + 20%( 70%) |
| Fire | + 14%( 70%) |
| Mind | + 16%( 70%) |
Defense: Immunities
| Stun Resistance | 75% |
| Confusion Resistance | 22% |
| Teleport Resistance | 20% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 223 life over 5 turns. Its effects scale with your Willpower stat. |
| 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. |
Class Talents
| Spell / Arcane | 1.00 |
| 1 |
| 1 |
| 1 |
| 3 |
| Spell / Eldritch shield | 1.00 |
| 5 |
| 4 |
| 1 |
| 0 |
| Psionic / Solipsism | 1.00 |
| 4 |
| 1 |
| 5 |
| 1 |
| Wild-gift / Earthen power | 1.00 |
| 5 |
| 1 |
| 1 |
| 0 |
| Psionic / Psi-fighting | 1.00 |
| 1 |
| 5 |
| 0 |
| 0 |
| Spell / Enhancement | 1.00 |
| 1 |
| 1 |
| 1 |
| 5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1 |
| 1 |
| 2 |
| 0 |
| Cursed / Hatred | 1.00 |
| 0 |
| 0 |
| 0 |
| 0 |
| Technique / Unarmed training | 1.00 |
| 1 |
| 3 |
| 0 |
| 0 |
| Psionic / Finer energy manipulations | 1.00 |
| 3 |
| 2 |
| 0 |
| 0 |
| Spell / Aegis | 1.00 |
| 1 |
| 1 |
| 1 |
| 0 |
| Technique / Combat training | 1.00 |
| 2 |
| 2 |
| 0 |
| 4 |
| 0 |
| 0 |
| 0 |
| Cunning / Scoundrel | 1.00 |
| 3 |
| 3 |
| 3 |
| 3 |
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 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 Possessed. | 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. | 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 black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mysticism. 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.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit needs your help making an elixir of focus. 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.' * You've found the needed chunk of ghoul flesh. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed red crystal shard. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 |
Equipment
| Psionic focus | acidic iron greatsword (18-30 power, 1 apr)3.0 T1 greatsword 1H weapon [Ego] Arcane Power 18.5 - 29.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 116 damage over 5 turns and reducing armor and accuracy by 15 Massive two-handed swords. |
| On hands | Chindil (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +7 Str +2 Mag dps ---------- Phys.pwr +17 (+4 eff.) Dmg.mod +5% arcane ----- def ----- Armour +2 Fatigue +3% Resists +3% darkness Stun/Frz- +10% Teleport- +20% Unarmed combat: Power 27.0 - 37.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +6 arcane On Crit.r2 +5 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | Velebeth2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Con ----- def ----- Defense +15 (+5 eff.) Resists +6% acid Mind.save +6 (+2 eff.) Max.HP +20.00 Pinning- +20% Stun/Frz- +20% ---------- misc Light +3 See.Stealth +6 See.Invis +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 | Phoenixsting the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Res.pen +15% fire Melee Ret 4 light 2 fire ----- def ----- Defense +1 (+0 eff.) Resists +3% acid +9% fire +6% cold A pointy cloth hat, very wizardly... |
| On feet | Bethonne (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +25% mind On Hit (Melee): * 10% chance to slow global speed by 51% ----- def ----- Armour +3 Resists +6% temporal +3% light +3% cold ---------- misc Infravis +2 A pair of boots made of leather. |
| Tool | Baliyakan the iron pickaxe (dig speed 20 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+2 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +3% mind ----- def ----- Die.at -80.00 life Max.HP +20.00 ---------- misc Max.stam +16.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Frigidradiance0.1 T1 ring jewelry [Rare] Psionic While equipped: ----- def ----- Resists +3% cold +6% mind +5% arcane Mind.save +6 (+2 eff.) Silence- +20% Confus- +22% Rings make your fingers look great! |
| On fingers | Coalshaper0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +12% lightning +15% mind Acc +8 (+2 eff.) Apr +8 On Hit (Melee): * 10% chance to reduce damage dealt by 20% * 10% chance to reduce all saves and defense by 25 ----- def ----- Defense +8 (+3 eff.) Resists +24% lightning HP.reg +2.00 Stun/Frz- +22% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 99% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | Issyrain the Glimmerstreak0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 25 ----- def ----- Defense +5 (+2 eff.) Resists +10% lightning +9% cold Phys.save +6 (+2 eff.) Mind.save +3 (+1 eff.) Stun/Frz- +23% ---------- misc Light +1 Amulets make your neck look great! |
| In main hand | steel shield of physical resistance (+11%) (0 def, 4 armour, 16-20 power, 38.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 16.5 - 19.8 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +11% physical ---------- misc Talents +1 Block Handheld deflection devices. |
| Around waist | Greenraptor the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Res.pen +10% nature Melee Ret 6 nature ----- def ----- Armour +6 Defense +5 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +3 (+2 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% Create a temporary shield that absorbs 197 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
| In off hand | Murktaint (0 def, 2 armour, 10-11 power, 22.5 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Nature 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 +22 Melee+ +4 nature On Hit.r1 +10 fire While equipped: Stats +2 Cun +4 Str dps ---------- Melee+ 6 fire Dmg.mod +3% nature Melee Ret 2 fire On Hit (Melee): * 10% chance to reduce all saves and defense by 25 ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Arytira' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Dex +8 Mag +1 Wil +2 Con dps ---------- Dmg.mod +6% mind ----- 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. |
| Main armor | Yvuthra the cured leather armour (9 def, 4 armour)9.0 T2 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +5 Dex +1 Wil dps ---------- Dmg.mod +12% acid Res.pen +15% blight ----- def ----- Armour +4 Defense +9 (+3 eff.) Fatigue +7% Resists +12% blight +12% darkness +5% mind Phys.save +9 (+2 eff.) Mind.save +11 (+4 eff.) ---------- misc Light +2 A suit of armour made of leather. |
Inventory
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
shielding rune of the sneak (absorb 350; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 350 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Ivamira the Icewend (10-12 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Arcane Power 9.5 - 12.3 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +8 mind +16 cold On Hit.r1 +4 mind On Crit: * Splash the target with acid dealing 116 damage over 5 turns and reducing armor and accuracy by 15 While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 31% ----- def ----- Resists +3% cold ---------- misc Max.hate +6.00 Sharp, short and deadly. |
iron dagger 'Kilnwalker' (10-12 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Psionic Power 9.5 - 12.3 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +7 darkness +20 fire Against +8% Living While equipped: dps ---------- Dmg.mod +18% fire ----- def ----- Resists +9% lightning Sharp, short and deadly. |
iron greatmaul 'Adygakira' (18-27 power, 3 apr)5.0 T1 greatmaul 2H weapon [Rare] Master Power 18.0 - 27.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +0.5% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Crit.mult +25.00% Res.pen +9% all Acc +9 (+3 eff.) Apr +9 ----- def ----- Defense +10 (+3 eff.) Phys.save +12 (+3 eff.) Massive two-handed mauls. |
Witch-Bane (42-59 power, 4 apr)3.0 T5 longsword 1H weapon [Unique] Nature/Disrupt Power 42.0 - 58.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +20.0% Atk.spd 100% On Hit: * 50 arcane resource burn While equipped: ----- def ----- Resists +15% blight -15% physical +15% all ---------- misc Cooldown Mana Clash -2 Antimagic Zone -2 A thin voratun blade with an ivory handle wrapped in purple cloth. The weapon is nearly as legendary as its former owner, Marcus Dunn, and was thought to have been destroyed after Marcus was slain near the end of the Spellhunt. It seems somebody well versed in antimagic could use it to its fullest potential. |
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 (+2 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 215.96 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Dazzlereaper (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 +1% Spell.pwr +3 (+1 eff.) Dmg.mod +16% light On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Defense +6 (+2 eff.) Resists +12% fire Phys.save +6 (+2 eff.) Heal.mod +20% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 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 6 that illuminates the area and deals 65.90 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. |
Mayariavea the elm starstaff (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Rare] Arcane 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 +1% Spell.pwr +3 (+1 eff.) Dmg.mod +3% acid +3% physical +10% darkness Melee Ret 6 physical ----- def ----- Resists +12% acid +3% fire +6% light Max.HP +60.00 ---------- misc Mana/turn +0.14 Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
nightruned rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -4% Resists +6% light +5% darkness ---------- misc Max.enc +20 A belt that goes around your waist. |
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. |
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. |
resilient linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +1 (+0 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Boghack (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +14% lightning +12% cold +13% acid Res.pen +15% arcane ----- def ----- Resists +21% lightning +19% acid +6% nature +18% cold +5% arcane +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
pair of rough leather boots 'Dramnir' (0 def, 11 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex ----- def ----- Armour +11 Mind.save +3 (+1 eff.) Stealth +6 HP.reg +4.00 Heal.mod +10% Silence- +20% ---------- misc Equi/ret +0.08 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 125% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [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. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 125% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 181.61 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 8.0 - 8.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather cap (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Duvelach the iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun dps ---------- Phys.crit +1.0% Res.pen +5% physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +15% fire Phys.save +3 (+1 eff.) A suit of armour made of mail. |
Hettoyon the Coaloath (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% mind Res.pen +20% light +15% mind On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +6% mind +3% darkness Mind.save +10 (+4 eff.) A suit of armour made of mail. |
Cyruba (18 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: ----- def ----- Armour +2 Defense +18 (+6 eff.) Fatigue +6% Resists +17% lightning +3% physical +3% light +3% blight +3% temporal Crit.chn- 5.00% A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc 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. |
iron shield (0 def, 2 armour, 8-10 power, 21 block)7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 8.5 - 10.2 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. |
2 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. |
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. |
miner's iron pickaxe (dig speed 27 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
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. |
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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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. |
Hettynik [power 122] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +2 Cun +3 Mag dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +10 Phys.save +6 (+2 eff.) ---------- misc Max.stam +30.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 27 lightning damage and will be dazed for 1 turn (136 total damage) Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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
5th Mirth 122nd year of Ascendancy at 03:32 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Waldo the Hidden the Cornac Adventurer level 11
10th Mirth 122nd year of Ascendancy at 18:33 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Waldo the Hidden the Cornac Adventurer level 18
13rd Dusk 122nd year of Ascendancy at 00:57 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Waldo the Hidden the Cornac Adventurer level 18
13rd Dusk 122nd year of Ascendancy at 00:57 see stats
Log
Waldo the Hidden's Beyond the Flesh hits Bethida the wolf for 3 lightning, 11 fire, 14 arcane (28 total damage).
Bethida the wolf shrugs off the effect 'Exposed'!
Bethida the wolf resists!
Bethida the wolf is dazed!
Waldo the Hidden hits Bethida the wolf for 20 physical, 6 lightning, 22 fire, 27 arcane, 10 physical, 5 nature, 6 lightning, 22 fire, 27 arcane, 13 fire (158 total damage).
Bethida the wolf uses Spinal Break.
Bethida the wolf performs a melee critical strike against Waldo the Hidden!
Waldo the Hidden starts to bleed.
Bethida the wolf is not dazed anymore.
Waldo the Hidden counter attacks Bethida the wolf with his shield shards!
Bethida the wolf performs a melee critical strike against Waldo the Hidden!
Waldo the Hidden slows down.
Waldo the Hidden mentally dismisses some damage!
Waldo the Hidden converts some damage to Psi!
Bethida the wolf hits Waldo the Hidden for 26 to psi, 54 physical, (2 dismissed), 1 to psi, 1 arcane, (2 dismissed), 1 to psi, 1 physical, 21 to psi, 43 physical, (4 dismissed), 1 to psi, 2 physical (152 total damage).
Waldo the Hidden hits Bethida the wolf for 9 nature, 6 lightning, 22 fire, 27 arcane, 7 nature, 5 nature, 6 lightning, 22 fire, 27 arcane, 13 fire (145 total damage).
Melee retaliation hits Bethida the wolf for 3 light, 3 fire, 10 arcane, 4 nature, 3 light, 3 fire, 10 arcane, 4 nature (38 total damage).
Waldo the Hidden's arcane area effect hits Bethida the wolf for 10 arcane damage.
Waldo the Hidden is suffering less.
Waldo the Hidden converts some damage to Psi!
Bleeding from Waldo the Hidden hits Bethida the wolf for 13 physical damage.
Waldo the Hidden's Beyond the Flesh hits Bethida the wolf for 6 physical, 4 lightning, 16 fire, 19 arcane (45 total damage).
Bleeding from Bethida the wolf hits Waldo the Hidden for 7 to psi, 15 physical (23 total damage).
Bethida the wolf uses Bloodstream.
Waldo the Hidden redirects the effect 'Bleeding'!
Waldo the Hidden is no longer being stalked by Bethida the wolf.
Waldo the Hidden converts some damage to Psi!
Bethida the wolf hits Waldo the Hidden for 7 to psi, 274 physical, 10 arcane, 8 physical, 113 physical (412 total damage).
Melee retaliation hits Bethida the wolf for 4 light, 4 fire, 13 arcane, 6 nature, 4 light, 4 fire, 13 arcane, 6 nature (53 total damage).
Waldo the Hidden the level 19 cornac adventurer was minced to death by Bethida the wolf on level 2 of Scintillating Caves.








































































































