








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Inferno Race Pack 1.4.0Adds a collection of my races. 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:
Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch Class: Martyr 1.7.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Items Vault 1.7.0Donators/Buyers bonus! Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 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.
Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: 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:
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.] Class: Demolisher 1.7.0A new tinker class, the Demolisher. This addon requires the Embers of Rage DLC to function. Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons. New Talents: Advanced Talents: Generic Talents: With new graphics by ToME artist rexorcorum Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Banshee |
| Class | Transcendent Fist |
| Level / Exp | 10 / 42% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 52 (base 32) |
| Dexterity | 46 (base 32) |
| Constitution | 57 (base 32) |
| Magic | 39 (base 32) |
| Willpower | 48 (base 32) |
| Cunning | 38 (base 32) |
Resources
| Life | 484/484 |
| Stamina | 229/229 |
| Psi | 103/103 |
| Healing Factor | 1.3151118176839 |
| Regeneration | 0.32877795442098 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 3 |
Offense: Barehand
| Damage | 61 |
| Accuracy | 52 |
| Crit Chance | 13% |
| APR | 3 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Light | +15% |
| Temporal | +15% |
| Blight | +13% |
| Physical | +15% |
| Cold | +6% |
| Darkness | +15% |
Defense: Base
| Armour (hardiness) | 24 (69.687909656376%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 54 |
| Spell Save | 27 |
| Mental Save | 25 |
Defense: Resistances
| Darkness | + 56%( 75%) |
| Blight | + 39%( 75%) |
| Physical | + 44%( 70%) |
| Cold | + 56%( 75%) |
| All | + 13%( 70%) |
Defense: Immunities
| Silence Resistance | 100% |
| Bleed Resistance | 100% |
| Confusion Resistance | 40% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 40% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Technique / Pugilism | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Psionic / Absorption | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Psionic / Transcendent strikes | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Voidwalker | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Undead / Banshee | 1.10 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Metaphysical Blows |
| talent | Thermal Shield |
| talent | Striking Stance |
| talent | Kinetic Shield |
| talent | Beyond the Flesh |
| beneficial effect | Countering melee attacks: Has a 47% chance to get an automatic counter attack when avoiding a melee attack. (1.5 counters remaining) Counter Attacking |
Quests
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you gained talent category Spell / Divination (at mastery 1.00). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You failed to protect the lost defiler from death by blue jelly. Escort: lost defiler (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Scintillating Caves. Escort: lost defiler (level 3 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You were kidnapped, held captive, and finally murdered. Waking UpHowever, that wasn't the end. You awoke in a shallow grave, your spirit tied to Eyal by the injustice of your death. Take your revenge, and then...who knows? | done |
Equipment
| Psionic focus | Eclipse (18-22 power, 4 apr, darkness element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness / +15% physical / +15% light / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+4 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
| Light source | brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
| On head | stabilizing iron helm (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Physical save: +10 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +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. |
| On fingers | copper ring of blight (+10%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +10% blight Changes damage: +10% blight Rings make your fingers look great! |
| On fingers | wizard's copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +2 Mag Spell save: +4 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
| Around waist | rough leather belt 'Shimmersmash'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Cun / +3 Str Changes damage: +6% lightning Physical save: +5 (+1 eff.) Mindpower: +3 (+1 eff.) Light radius: +2 A belt that goes around your waist. |
| Main armor | Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+4 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: +0.20 Cunning / Stealth Blindness immunity: +40% Confusion immunity: +40% Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
| On feet | Shiverrupture the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 20% chance to reduce armor by 30% Damage when hit (Melee): 2 mind Changes damage: +6% cold Stamina each turn: +0.30 Maximum stamina: +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | blighted hardened leather gloves of strength (+3) (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +2 Damage (Melee): 6 blight Changes stats: +3 Str Changes resistances: +6% blight Changes damage: +3% blight When used to modify unarmed attacks: Base power: 22.0 - 24.2 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Soul Rot (20% chance level 3). Damage (radius 2) on crit: +7 blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Cloak | kruk cloak of the hunter (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +16 (+5 eff.) Fatigue: -4% Maximum life: +43.00 Maximum stamina: +10.00 A stylish kruk-style cloak, to look awesome. |
| Around neck | copper amulet of magic (+3)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Amulets make your neck look great! |
Inventory
oxygen infusion of the wizard (stamina 152 over 10 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to restore 152 stamina and air over 10 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
hateful iron greatsword of phasing (14-22 power, 8 apr)Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 14.0 - 22.4 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +8 Crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +14% Damage (Melee): +9 darkness Damage against: +7% Living Massive two-handed swords. |
thought-forged iron longsword of erosion (12-16 power, 2 apr)Requires: - Strength 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 13% chance to reduce all saves and defense by 25 Damage (Melee): +5 nature / +6 mind When wielded/worn: Changes stats: +1 Cun / +1 Wil Sharp, long, and deadly. |
balanced steel mace of massacre (22-30 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 21.5 - 30.1 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +5 (+2 eff.) Disarm immunity: +20% Blunt and deadly. |
arcing iron waraxe (12-16 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 66 damage One-handed war axes. |
Falcon's Eye (7-8 power, 15 apr, mind damage)Requires: - Willpower 12 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Mind Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Mindpower: +4 (+2 eff.) Mental crit. chance: +4% Light radius: +1 Infravision radius: +1 Sight radius: +1 It can be used to activate talent Earth's Eyes (costing 15 power out of 18/18) : Effective talent level: 1.0 Power cost: 15 out of 18/18. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 7. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 3. It seems to magnify everything. |
blooming mossy mindstar of balance (2-3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Physical save: +3 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +0.60 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Healing mod.: +12% Heals friendly targets nearby when you use a nature summon: +10 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. |
runic steel steamgunRequires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 When this weapon hits: Arcane Vortex (10% chance level 2). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Mag Changes damage: +6% arcane Spellpower: +5 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
deadly pouch of iron shots of crippling (5/13, 20-23 power, 1 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 19.5 - 23.4 Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +9.0% Capacity: 13 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Betomira the Tempestsaw (3 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +16% cold / +3% nature / +3% physical Changes damage: +3% lightning A suit of armour made of leather. |
cleansing rough leather armour (3 def, 2 armour)Requires: - Strength 10 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +10% nature / +10% blight A suit of armour made of leather. |
cleansing rough leather armour (3 def, 2 armour)Requires: - Strength 10 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +10% nature / +11% blight A suit of armour made of leather. |
rough leather armour of lightning resistance (3 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +15% lightning A suit of armour made of leather. |
troll-hide cured leather armour (6 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Life regen: +4.30 Maximum life: +37.00 Healing mod.: +11% A suit of armour made of leather. |
reinforced leather armour of lightning resistance (12 def, 7 armour)Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Changes resistances: +16% lightning A suit of armour made of leather. |
cleansing stralite mail armour of fire resistance (4 def, 8 armour)Requires: - Heavy armour training - Strength 38 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +10% blight / +16% fire / +12% nature A suit of armour made of mail. |
insulating rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% fire / +6% cold A belt that goes around your waist. |
enveloping linen cloak (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +5 (+1 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 of sorcery (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag / +2 Wil Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Stamina each turn: +0.40 Maximum stamina: +10.00 A pair of boots made of leather. |
rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of strength (+2) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Changes stats: +2 Str When used to modify unarmed attacks: Base power: 11.0 - 12.1 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% When used to modify unarmed attacks: Base power: 10.5 - 14.7 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 100% Metal gloves protecting the hands up to the middle of the lower arm. |
umbral iron gauntlets of magic (+3) (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 darkness Changes stats: +3 Mag Changes resistances: +6% darkness Changes damage: +4% arcane / +3% darkness When used to modify unarmed attacks: Base power: 12.0 - 16.8 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Moonlight Ray (20% chance level 1). On weapon hit: * 5% chance to reduce damage dealt by 20% Damage (Melee): +7 arcane Damage (radius 2) on crit: +6 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Sunonslaught (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% fire / +5% cold Changes resistances penetration: +5% arcane Changes damage: +3% light / +3% arcane Light radius: +3 A cap made of leather. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
123 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 37 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Str / +1 Cun Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Silobeth The Dead Fist the Banshee Transcendent Fist level 10
8th Dusk 122nd year of Ascendancy at 08:07 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Silobeth The Dead Fist the Banshee Transcendent Fist level 9
8th Dusk 122nd year of Ascendancy at 08:07 see stats
Log
Silobeth The Dead Fist uses Far Strike.
Quest 'Till the Blood Runs Clear' status updated! (Press 'j' to see the quest log)
Quest 'Till the Blood Runs Clear' is done! (Press 'j' to see the quest log)
New Achievement: The Right thing to do (Nightmare (Roguelike) difficulty)!
Quest 'Till the Blood Runs Clear' completed! (Press 'j' to see the quest log)
Most stores should have new stock now.
Welcome to level 10 [Silobeth The Dead Fist].
Silobeth The Dead Fist has 407 stat point(s), 471 class talent point(s), 447 generic talent point(s), 1 category point(s) to spend. Press p to use them.
Personal New Achievement: Level 10 (Nightmare (Roguelike) difficulty)!
Silobeth The Dead Fist hits Blood Master for (30 to psi shield), 45 physical, 7 blight (52 total damage).
Silobeth The Dead Fist killed Blood Master!
Silobeth The Dead Fist picks up (C.): spinel.
Silobeth The Dead Fist picks up (a.): oxygen infusion of the wizard (stamina 152 over 10 turns).
Silobeth The Dead Fist picks up (C.): stabilizing iron helm (0 def, 3 armour).
Talent Far Strike is ready to use.
Talent Transposition Strike is ready to use.
Silobeth The Dead Fist wears (replacing Sunonslaught (0 def, 1 armour)): stabilizing iron helm (0 def, 3 armour).
You are unable to use this kind of inscription.
Silobeth The Dead Fist activates Metaphysical Blows.
Silobeth The Dead Fist activates Striking Stance.
Saving game...
Saving done.
You need a staff.






































































