









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 20 / 41% |
| Size | medium |
| Lifes / Deaths | Killed by Xaratta the yellow ooze at level 20 on the 40th Regrowth 123rd year of Ascendancy at 17:59 / 1 |
Primary Stats
| Strength | 28 (base 20) |
| Dexterity | 67 (base 48) |
| Constitution | 25 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 11 (base 10) |
| Cunning | 47 (base 31) |
Resources
| Life | -244/550 |
| Stamina | 69/160 |
| Healing Factor | 1.2545178243369 |
| Regeneration | 2.1954061925896 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 38.679862542722 |
| See Invisible | 38.679862542722 |
Offense: Barehand
| Damage | 71 |
| Accuracy | 54 |
| Crit Chance | 24% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +12% |
| All | 0% |
| Physical | +3% |
| Mind | +12% |
| Nature | +12% |
Offense: Damage Penetration
| Cold | +20% |
Defense: Base
| Armour (hardiness) | 11 (35.65183292883%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 18 |
| Spell Save | 7 |
| Mental Save | 20 |
Defense: Resistances
| Acid | + 14%( 70%) |
| Blight | + 26%( 70%) |
| Arcane | + 14%( 70%) |
| Mind | + 17%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 23%( 70%) |
| Light | + 27%( 70%) |
| Temporal | + 14%( 70%) |
| Darkness | + 24%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Stun Resistance | 47% |
| Confusion Resistance | 34% |
| Teleport Resistance | 20% |
| Blind Resistance | 42% |
| Silence Resistance | 21% |
| Disarm Resistance | 22% |
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -616 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1233 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 15% 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 196 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 609% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Tactical | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 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.' * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed ice ant stinger. * 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 pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed skeleton mage skull. | 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 within5 lumberjacks have died. | done |
Equipment
| On feet | undeterred pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: defense ------ Armor +1 Silence Resist +21% Confus Resist +23% Stun Resist +22% A pair of boots made of leather. |
| On hands | sand dwarven-steel gauntlets of dexterity (+3) (0 def, 7 armour)1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 8 physical Damage +3% physical Accuracy +13 (+4 eff.) defense ------ Armor +7 Fatigue +3% Unarmed combat: Weapon Damage 20.0 - 28.0 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +9 Critical Rate +13.0% Attack Speed 100% On-Hit, radius 1 +7 physical On-crit, radius 2 +7 physical On Hit: 10% Sand Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Glekira the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ Accuracy +5 (+2 eff.) When Hit 2 physical defense ------ Armor +3 Fatigue +5% Resistance +9% mind other ------- Stamina/turn +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Unlightshine [power 1] (22 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Wil offense ------ Damage +6% mind +12% darkness defense ------ Resistance +5% arcane other ------- Hate-on-crit +2.00 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Xanerada0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Cun +11 Dex offense ------ Damage +12% nature Accuracy +15 (+5 eff.) defense ------ Resistance +9% blight +6% temporal +24% nature +6% acid Rings make your fingers look great! |
| On fingers | Frigidspawn0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Critical power +5.00% Damage +6% mind Ignore resists +5% cold Ignore Armor +2 On-Hit (Melee): * 10% chance to reduce all saves and defense by 16 defense ------ Unlife -80.00 life Life +23.00 Disarm Resist +22% Pinning Resist +22% Knockbk Resist +22% Rings make your fingers look great! |
| Around neck | Winterrain the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: offense ------ Ignore resists +15% cold When Hit 2 lightning 6 cold defense ------ Resistance +15% lightning +11% light +10% darkness Blind Resist +20% Stun Resist +25% other ------- Masteries +0.15 Technique/Grappling Amulets make your neck look great! |
| Main armor | woollen robe of life (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +5% blight +9% all Life +44.00 Life Regen +1.50 Healmod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | watchleader's brass lantern of health2.0 Encumbrance T1 lite [Ego+] Nature/Master While equipped: defense ------ Life +40.00 Blind Resist +22% Confus Resist +11% other ------- Light +7 See Stealth +6 See Invis +6 Track: Puts all charms on 34 cooldown Effective talent level: 4.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 7 turns. The radius will increase with your Cunning. 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 | Grinurin the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex offense ------ Accuracy +4 (+1 eff.) Ignore Armor +4 defense ------ Defense +1 (+1 eff.) Resistance +3% light Crit Resistance 15.00% Unlife -40.00 life Teleport Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | nightruned rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +5% blight +6% light +7% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Inventory
Primal Infusion (affinity 11%; reduction 2; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 11% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
regeneration infusion of the wizard (heal 94; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 94 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
steel amulet 'Glitterbiter'0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +4 Dex offense ------ Ignore resists +5% physical Accuracy +10 (+3 eff.) defense ------ Resistance +14% fire +6% light +14% cold other ------- Light +2 Amulets make your neck look great! |
Emumina the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +6 Str +3 Wil offense ------ Accuracy +8 (+3 eff.) Ignore Armor +8 defense ------ Armor +6 Defense +8 (+3 eff.) Resistance +5% arcane Disengage: Puts all charms on 9 cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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! |
Koruldir the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +1 Mag offense ------ Physical Crit +3.0% defense ------ Fatigue -5% Physical save +3 (+2 eff.) Life +20.00 Healmod +10% Cut Resist +10% other ------- Encumbrance +20 Infravision +3 Rings make your fingers look great! |
copper ring 'Blazepiety'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +5 Dex +4 Wil +1 Con offense ------ Ignore resists +5% fire Accuracy +6 (+2 eff.) other ------- Infravision +2 See Invis +3 Rings make your fingers look great! |
dwarven-steel battleaxe (32-48 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Normal] Weapon Damage 32.0 - 48.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% Massive two-handed battleaxes. |
dwarven-steel battleaxe 'Balancequench' (46-68 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Rare] Master Weapon Damage 45.5 - 68.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-Hit, radius 1 +12 acid On-crit, radius 2 +8 nature +4 acid On Hit: * 10% chance to reduce armor by 15% While equipped: offense ------ Ignore resists +5% acid On-Hit (Melee): * 20% chance to reduce armor by 15% defense ------ Resistance +6% lightning Massive two-handed battleaxes. |
enhanced steel battleaxe (21-32 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego+] Nature Weapon Damage 21.0 - 31.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +5 Str +6 Dex +6 Mag +6 Wil +7 Cun +5 Con Massive two-handed battleaxes. |
flaming dwarven-steel greatmaul of phasing (41-62 power, 16 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Ego] Arcane Weapon Damage 41.0 - 61.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +16 Critical Rate +1.5% Attack Speed 100% Phasing +14% On-Hit, radius 1 +10 fire Massive two-handed mauls. |
Islima (30-42 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Rare] Nature Weapon Damage 30.0 - 42.0 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +11 nature While equipped: offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +4% physical Spell save +6 (+6 eff.) Mind save +3 (+1 eff.) Life Regen +2.00 Teleport Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Blunt and deadly. |
nature's thorny mindstar of clarity (8-9 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Weapon Damage 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) Damage +3% nature defense ------ Resistance +4% blight Mind save +4 (+2 eff.) Disease Resist +14% other ------- Max psi +15.00 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. |
vined mindstar (5-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Normal] Nature Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) other ------- 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. |
mighty hardened leather sling of fire4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +8 fire While equipped: Stats +3 Str offense ------ Physical Power +10 (+4 eff.) Damage +10% fire Slings are used to hurl stones or metal shots at your foes. |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane A true understanding of the arcane is needed to release its full power. Weapon Damage 20.0 - 24.0 Arcane Uses 150% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spellpower +20 (+15 eff.) Damage +20% arcane other ------- Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
yew magestaff of power (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +16 (+13 eff.) Damage +20% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
acidic steel waraxe of massacre (18-25 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane/Master Weapon Damage 18.0 - 25.2 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 One-handed war axes. |
dwarven-steel waraxe (20-28 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Normal] Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% One-handed war axes. |
dwarven-steel waraxe (20-28 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Normal] Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% One-handed war axes. |
dwarven-steel waraxe of erosion (21-29 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego] Nature Weapon Damage 21.0 - 29.4 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +8 nature One-handed war axes. |
dwarven-steel waraxe of shearing (20-27 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Master Weapon Damage 19.5 - 27.3 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Ignore resists +7% all Accuracy +6 (+2 eff.) Ignore Armor +7 One-handed war axes. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Brightquell (2 def, 6 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Dex +1 Cun +3 Con offense ------ Physical Power +15 (+5 eff.) Ignore Armor +3 When Hit 6 fire defense ------ Armor +6 Defense +2 (+1 eff.) Resistance +3% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Coalbolt the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +4 Wil offense ------ Critical power +13.00% Damage +12% physical Ignore resists +20% physical Accuracy +8 (+3 eff.) Ignore Armor +10 On-Hit (Melee): * 20% chance to reduce damage dealt by 14% defense ------ Defense +2 (+1 eff.) Physical save +3 (+2 eff.) Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ulfyledin (2 def, 2 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +6 Str +4 Wil +2 Cun +2 Con offense ------ Critical power +5.00% Mindpower +20 (+10 eff.) Accuracy +10 (+3 eff.) defense ------ Armor +2 Defense +2 (+1 eff.) Physical save +9 (+5 eff.) Life +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Beleselaith the pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +3 Mag +4 Wil +3 Cun offense ------ Damage +12% acid +12% mind On-Hit (Melee): * 20% chance to reduce armor by 15% defense ------ Armor +4 Fatigue +3% Physical save +8 (+5 eff.) Spell save +9 (+9 eff.) Mind save +8 (+4 eff.) other ------- Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots of strife (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Psionic While equipped: Stats +3 Con +2 Wil offense ------ Mindpower +4 (+2 eff.) Ignore resists +5% physical defense ------ Armor +3 Blindside: Puts all charms on 22 cooldown Effective talent level: 1.0 Power cost 22 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 8 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
heroic dwarven-steel gauntlets of butchering (0 def, 6 armour)1.5 Encumbrance T2 hands armor [Ego++] Disrupt/Master While equipped: offense ------ Physical Power +6 (+2 eff.) Accuracy +4 (+1 eff.) Ignore Armor +7 defense ------ Armor +6 Fatigue +3% Resistance +7% blight Spell save +11 (+11 eff.) Mind save +5 (+2 eff.) Life +40.00 Unarmed combat: Weapon Damage 26.0 - 36.4 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +15 Critical Rate +8.0% Attack Speed 100% On Hit: 10% Battle Shout 3 On Hit: * 12% chance to slow global speed by 41% * 12% chance to reduce armor by 15% Metal gloves protecting the hands up to the middle of the lower arm. |
Stoketaint the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Disrupt While equipped: Stats +2 Str +2 Dex offense ------ Critical power +5.00% Damage +6% fire Ignore resists +5% fire defense ------ Armor +1 Fatigue +1% Resistance +6% nature +6% blight Unlife -60.00 life other ------- Max stamina +30.00 A cap made of leather. |
Xegath (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str offense ------ Mind Crit +2% Ignore resists +10% mind defense ------ Armor +3 Fatigue +5% Spell save +3 (+3 eff.) Mind save +6 (+3 eff.) Disease Resist +10% Stun Resist +20% Skullcracker: Puts all charms on 17 cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 135.5 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Arcane While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +11% light +12% darkness A suit of armour made of mail. |
dwarven-steel plate armour (0 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Normal] While equipped: defense ------ Armor +11 Fatigue +22% A suit of armour made of metal plates. |
Torchquick (0 def, 6 armour, 75.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Cun +2 Str offense ------ On-Hit 7 fire Ignore resists +25% fire When Hit 6 fire defense ------ Armor +6 Fatigue +8% Resistance +9% fire other ------- Talents +1 Block Handheld deflection devices. |
arcing quiver of yew arrows of accuracy (19/19, 32-45 power, 10 apr)3.0 Encumbrance T3 arrow ammo [Ego] Arcane/Master Weapon Damage 32.0 - 44.8 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +12 Ignore Armor +10 Critical Rate +2.0% Capacity 19 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Arrows are used with bows to pierce your foes to death. |
9 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
129 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance 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. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+4 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+4 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+3 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+3 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Frigiddash' (dig speed 27 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% mind Ignore resists +5% mind When Hit 6 cold defense ------ Resistance +9% cold +5% darkness +6% mind Affinity +15% darkness other ------- Infravision +4 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(52 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 Encumbrance 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 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
ash totem of stinging [power 200] (13 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Sting an enemy dealing 224 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
powerful ash totem of stinging [power 170] (13 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Sting an enemy dealing 190 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Unar the Cornac Brawler level 8
77th Dusk 122nd year of Ascendancy at 08:23 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Unar the Cornac Brawler level 10
6th Haze 122nd year of Ascendancy at 08:54 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Unar the Cornac Brawler level 20
39th Regrowth 123rd year of Ascendancy at 06:06 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Unar the Cornac Brawler level 12
41st Haze 122nd year of Ascendancy at 20:11 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Unar the Cornac Brawler level 8
2nd Haze 122nd year of Ascendancy at 14:24 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Unar the Cornac Brawler level 11
9th Haze 122nd year of Ascendancy at 01:25 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Unar the Cornac Brawler level 18
12nd Regrowth 123rd year of Ascendancy at 09:34 see stats
Log
Unar hits Xaratta the yellow ooze for (28 to psi shield), 0 physical, (4 to psi shield), 0 physical, (3 to psi shield), 0 physical (0 total damage).
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Unstable sand tunnel hits Unar for 0 physical damage.
Xaratta the yellow ooze's Beyond the Flesh misses Unar.
Xaratta the yellow ooze uses Dominate.
Unar has been dominated!
Xaratta the yellow ooze hits Unar for (10 flat reduction), (2 blocked), 0 lightning, (10 flat reduction), (14 blocked), 0 physical (0 total damage).
Melee retaliation hits Xaratta the yellow ooze for 1 lightning, (1 to psi shield), 0 physical, 3 cold (4 total damage).
Unar performs a melee critical strike against Xaratta the yellow ooze!
Unar hits Xaratta the yellow ooze for (56 to psi shield), 0 physical, (4 to psi shield), 0 physical, (3 to psi shield), 0 physical, (3 to psi shield), 0 physical (0 total damage).
The unstable sand tunnel collapses!
Unstable sand tunnel hits Xaratta the yellow ooze for (54 to psi shield), 0 physical (0 total damage).
Unar overcomes the gloom
Talent Spinning Backhand is ready to use.
Talent Uppercut is ready to use.
Xaratta the yellow ooze's Beyond the Flesh hits Unar for (10 flat reduction), (105 blocked), 0 physical, (8 flat reduction), 0 mind, (10 flat reduction), (18 blocked), 0 physical (0 total damage).
Melee retaliation hits Xaratta the yellow ooze for 1 lightning, (1 to psi shield), 0 physical, 3 cold (4 total damage).
Unar breathes sand!
Unar hits Xaratta the yellow ooze for (98 to psi shield), 0 physical, (7 to psi shield), 0 physical, (67 to psi shield), 0 physical, (6 to psi shield), 0 physical (0 total damage).
Xaratta the yellow ooze uses Brainfreeze.
Xaratta the yellow ooze's mind surges with critical power!
You cannot block any more attacks!
Xaratta the yellow ooze hits Unar for (10 flat reduction), (159 blocked), 37 cold (37 total damage).
Unar's is vulnerable to attacks and effects!
Xaratta the yellow ooze's Beyond the Flesh hits Unar for (10 flat reduction), 64 physical, (8 flat reduction), 0 mind, (10 flat reduction), 18 physical (81 total damage).
Melee retaliation hits Xaratta the yellow ooze for 2 lightning, (2 to psi shield), 0 physical, 7 cold (9 total damage).
Unar the level 20 cornac brawler was bled to death by Xaratta the yellow ooze on level 2 of Sandworm lair.





































































































