









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Steam-Fu 1.7.6Adds a new Tinker subclass and a brawler evolution. --- Steam-Fu Master is a class that combines steamsaw and steamgun to fight in close range. This class revolves around melee range combat, wreaking havoc, and throwing oneself into the fray. Shoot enemies multiple times at the cost of high ammo cost that you feel your ammo pouch has a hole. And do not forget your saw shreds through your foes. Don't worry about surrounded by enemies as you have decent survivability and steam generation, as long as you strategically utilize our injector and steam generator. But don't get cocky, choose your fight wisely as getting over your head is sure way to your demise. Master the way of the Steam-Fu through lead and bloodshed. Attain your glory by any means necessary. --- Steam-Fu Adept is a Class Evolution of Brawler enhancing their martial styles with steamtech. Crush your foes faster with novel techniques born by the blessing of steam. Enjoy! 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:
Vox Eyal 1.7.6[Not compatible with Verbose Enemies] A total rework of the "Verbose Enemies" mod. Supports blacklist filtering to prevent non-humanoids from taunting if you don't want them to, taunt rate tuning, etc. Includes UI config panel (under Misc Tab) for real-time adjustments. Originally based on Death by a Thousand Taunts by Deeborm and Verbose Enemies by stuntofthelitter. While some people may be ok with Gen-Z nonsense, brainrot, and non-sequiturs, I felt the need to curate and split the list and in the process, ended up adding a ton of new features. [Not compatible with Verbose Enemies] Items Vault 1.7.6Donators/Buyers bonus! 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:
Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
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 | Nightmare Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 17 / 17% |
| Size | small |
| Lifes / Deaths | Killed by worm that walks at level 17 on the 27th Regrowth 123rd year of Ascendancy at 15:07 / 1 |
Primary Stats
| Strength | 10 (base 13) |
| Dexterity | 43 (base 37) |
| Constitution | 14 (base 10) |
| Magic | 23 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 53 (base 40) |
Resources
| Life | -132/469 |
| Stamina | 95/158 |
| Healing Factor | 1.0372895330003 |
| Regeneration | 0.25932238325008 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 48.571311566212 |
| See Invisible | 48.571311566212 |
Offense: Barehand
| Damage | 21 |
| Accuracy | 38 |
| Crit Chance | 22% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13.5 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Nature | +5% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +5% |
| Light | +10% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 8 (57.155997060385%) |
| Defense | 53 |
| Ranged Defense | 53 |
| Fatigue | 0 |
| Physical Save | -2 |
| Spell Save | 2 |
| Mental Save | 21 |
Defense: Resistances
| Blight | + 13%( 70%) |
| Arcane | + 10%( 70%) |
| Mind | + 18%( 70%) |
| All | 0%( 70%) |
| Darkness | + 3%( 70%) |
| Temporal | + 9%( 70%) |
| Physical | + 1%( 70%) |
| Cold | + 6%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Silence Resistance | 10% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Blind Resistance | 20% |
Inscriptions (3/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 147 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Effects
| beneficial effect | The target's critical strike damage bonus is increased by 19%. Shadowstrike |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lost defiler from death by black bear. Escort: lost defiler (level 1 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Track (+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 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. * 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 vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed ice ant stinger. 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 length of troll intestine. * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * You've found the needed green worm. 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 minotaur nose. * '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.' * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed warg claw. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | 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 within4 lumberjacks have died. | done |
Equipment
| On feet | Harugorn the Dimtrial (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% acid Ignore resists +5% darkness When Hit 4 darkness On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 8 defense ------ Armor +3 other ------- Infravision +2 A pair of boots made of leather. |
| On hands | Glintravager (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 8 nature Damage +5% nature Ignore resists +10% light defense ------ Armor +2 Resistance +6% nature, +3% temporal +5% arcane, +12% mind Poison Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Corruptionreeve (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Dex +3 defense ------ Armor +1 Fatigue +1% Resistance +5% arcane, +1% physical Life +20.00 Blind Resist +20% A cap made of leather. |
| Tool | Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats Lck -5 defense ------ Defense +5 (+2 eff.) Physical save -10 (-10 eff.) Spell save -10 (-10 eff.) Mind save -10 (-9 eff.) other ------- Disarm Traps +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 | Gilydeldir the Nightpeal0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats Cun +3, Mag +3 offense ------ Mind Crit +2% Spellpower +6 (+2 eff.) Ignore resists +5% mind On-Hit (Melee): * 20% chance to reduce damage dealt by 16% defense ------ Resistance +6% nature Mind save +9 (+4 eff.) Rings make your fingers look great! |
| On fingers | Gelavon0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats Mag +4, Wil +4 offense ------ Spellpower +6 (+2 eff.) defense ------ Defense +5 (+2 eff.) Resistance +3% blight, +6% cold Disease Resist +20% Silence Resist +10% Rings make your fingers look great! |
| Around neck | 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 Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| Main armor | cleansing rough leather armour of resilience (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Nature/Disrupt While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +11% nature, +10% blight Life +21.00 A suit of armour made of leather. |
| Light source | brass lantern 'Turibers'2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats Mag +1, Cun +2, Con +3 offense ------ When Hit 4 acid defense ------ Resistance +6% mind Life +42.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- 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. |
| Cloak | Isotira the linen cloak (31 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Physical Crit +2.0% Ignore Armor +3 defense ------ Defense +31 (+10 eff.) Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Splendourobsidian the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Resistance +3% darkness, +6% temporal Life +32.00 Confus Resist +20% other ------- Light +1 A belt that goes around your waist. |
Inventory
shielding rune of the warrior (absorb 169; dur 5; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 169 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
starlit copper amulet of willpower (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats Wil +3 defense ------ Resistance +12% light, +11% darkness Blind Resist +23% Amulets make your neck look great! |
Eremeran the Earthwilter0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats Wil +2 offense ------ Ignore resists +5% acid defense ------ Resistance +3% nature, +9% acid Life Regen +1.00 Stun Resist +20% Rings make your fingers look great! |
rogue's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats Cun +2 defense ------ Defense +4 (+2 eff.) Rings make your fingers look great! |
Korihad the iron dagger (16-21 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Master Weapon Damage 16.5 - 21.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: defense ------ Resistance +6% lightning Crit Resistance 15.00% Life Regen +2.00 Knockbk Resist +10% Sharp, short and deadly. |
iron dagger (10-12 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 9.5 - 12.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
iron dagger (10-13 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
iron dagger of paradox (10-14 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Arcane Weapon Damage 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +6 temporal While equipped: defense ------ Resistance +5% temporal Sharp, short and deadly. |
iron dagger of persecution (10-13 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Disrupt Weapon Damage 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Damage Against +5% Unnatural While equipped: Stats Wil +1 Sharp, short and deadly. |
Zanodil (12-16 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon Reqs Str 11 [Rare] Master Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats Wil +1 offense ------ Physical Crit +6.0% Mindpower +5 (+2 eff.) On-Hit (Melee): * 20% chance to reduce armor by 18% defense ------ Resistance +3% acid Mind save +3 (+1 eff.) other ------- Psi when Hit +0.08 Sharp, long, and deadly. |
Cyrorialle the cured leather sling4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Rare] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: offense ------ Physical Crit +2.0% Accuracy +8 (+3 eff.) defense ------ Resistance +6% lightning, +3% blight Healmod +10% Silence Resist +20% Pinning Resist +20% Slings are used to hurl stones or metal shots at your foes. |
potent ash magestaff of illumination (17-20 power, 3 apr, cold element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane/Nature Weapon Damage 17.0 - 20.4 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +9 (+2 eff.) Damage +17% cold defense ------ Defense +7 (+3 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 39.43 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. |
Blastbringer (14-20 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Rare] Nature Weapon Damage 14.0 - 19.6 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +6 nature On-Hit, radius 1 +8 lightning While equipped: offense ------ Physical Power +15 (+12 eff.) Ignore resists +10% physical defense ------ Resistance +9% light, +6% nature Unlife -40.00 life One-handed war axes. |
flaming steel waraxe of massacre (18-26 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane/Master Weapon Damage 18.5 - 25.9 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +7 fire One-handed war axes. |
cleansing rough leather belt1.0 Encumbrance T1 belt armor [Ego] Disrupt While equipped: defense ------ Resistance +5% acid, +5% blight A belt that goes around your waist. |
rough leather belt1.0 Encumbrance T1 belt armor [Normal] A belt that goes around your waist. |
rough leather belt1.0 Encumbrance T1 belt armor [Normal] A belt that goes around your waist. |
enveloping linen cloak of Eldoral (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats Cun +1, Dex +1 defense ------ Defense +6 (+2 eff.) Physical save +6 (+6 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 'Boltvagrant' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats Dex +2, Wil +3 offense ------ Physical Crit +2.0% Physical Power +20 (+15 eff.) Accuracy +5 (+2 eff.) defense ------ Defense +1 (+1 eff.) Resistance +3% lightning Mind save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of fire (+15%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Damage +10% fire defense ------ Resistance +9% all, +15% fire Mind save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Leluthad the Hailthorn (0 def, 2 armour)1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Rare] Nature While equipped: offense ------ On-Hit 7 lightning Damage +6% lightning, +15% cold Ignore resists +15% mind, +20% cold defense ------ Armor +2 Fatigue +3% Resistance +7% lightning, +6% fire +3% mind, +6% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Poxglory the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats Str +3, Wil +4, Cun +4, Con +2 offense ------ Physical Power +5 (+5 eff.) Accuracy +18 (+6 eff.) defense ------ Armor +2 Resistance +8% darkness, +3% nature other ------- Stamina/turn +1.00 Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 turn cooldown Effective talent level: 2.6 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Demontreason' (0 def, 2 armour)1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Rare] Master While equipped: Stats Dex +8, Mag +4, Cun +8 offense ------ Accuracy +7 (+3 eff.) Ignore Armor +8 When Hit 6 darkness defense ------ Armor +2 Fatigue +3% other ------- See Invisibility +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Normal] While equipped: defense ------ Armor +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of strength (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats Str +2 offense ------ Physical Power +6 (+6 eff.) defense ------ Armor +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aerildanne the Abyssgasher (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Damage +15% temporal Ignore resists +25% acid defense ------ Defense +1 (+1 eff.) Resistance +9% acid, +9% fire Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Psi/turn +0.12 A pointy cloth hat, very wizardly... |
Vorawen (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Physical Crit +2.0% Ignore Armor +2 defense ------ Armor +1 Fatigue +1% Resistance +6% lightning, +6% temporal Physical save +9 (+9 eff.) Unlife -20.00 life A cap made of leather. |
cleansing linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Disrupt While equipped: defense ------ Defense +1 (+1 eff.) Resistance +5% nature, +6% blight A pointy cloth hat, very wizardly... |
iron helm 'Salanne' (0 def, 5 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Rare] Master While equipped: Stats Dex +2, Mag +1, Con +6 defense ------ Armor +5 Fatigue +5% other ------- Light +1 Infravision +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
cleansing steel plate armour of stability (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Ego] Disrupt/Master While equipped: defense ------ Armor +9 Fatigue +22% Resistance +11% blight, +6% physical +11% nature Physical save +12 (+12 eff.) A suit of armour made of metal plates. |
9 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
247 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. |
6 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+4 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+4 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. |
Brenerand (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats Str +1 offense ------ Ignore resists +10% mind When Hit 6 mind defense ------ Resistance +3% mind other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Urifang the iron pickaxe (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats Str +1, Dex +1, Mag +2, Cun +4 offense ------ Damage +5% nature defense ------ Resistance +3% lightning, +3% cold +11% nature Spell save +6 (+6 eff.) While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of the Iron Throne (dig speed 19 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats Str +1 defense ------ Life +22.00 other ------- Max stamina +16.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats Str +1, Cun +1 offense ------ Accuracy +4 (+2 eff.) other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 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.(58 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Harugrim'2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats Str +4 offense ------ Mind Crit +2% Mindpower +10 (+5 eff.) Damage +9% mind defense ------ Physical save +6 (+6 eff.) Healmod +12% other ------- 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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 Damage +20% arcane, +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance 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 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. |
3 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. |
8 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. |
2 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. |
8 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 (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By The Ginger Ninjer the Halfling Rogue level 15
3rd Regrowth 123rd year of Ascendancy at 15:40 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By The Ginger Ninjer the Halfling Rogue level 10
59th Haze 122nd year of Ascendancy at 23:10 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By The Ginger Ninjer the Halfling Rogue level 7
78th Pyre 122nd year of Ascendancy at 18:26 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By The Ginger Ninjer the Halfling Rogue level 16
25th Regrowth 123rd year of Ascendancy at 12:28 see stats
Log
Epidemic from Worm that walks hits The Ginger Ninjer for 54 blight damage.
Worm Rot from Worm that walks hits The Ginger Ninjer for 40 blight, 38 acid (78 total damage).
The Ginger Ninjer uses Infusion: Healing.
The Ginger Ninjer is free from the epidemic.
The Ginger Ninjer receives 50 healing from Infusion: Healing.
Worm Rot from Worm that walks hits The Ginger Ninjer for 33 blight, 32 acid (65 total damage).
The Ginger Ninjer uses Infusion: Wild.
The Ginger Ninjer lessens the pain.
The Ginger Ninjer is free from the worm rot.
The Ginger Ninjer reacts to damage from Something, mitigating the blow!.
A carrion worm mass bursts out of The Ginger Ninjer!
Something hits The Ginger Ninjer for (25 reacted , -5 stam), 56 blight (56 total damage).
The Ginger Ninjer uses Infusion: Regeneration.
The Ginger Ninjer starts regenerating health quickly.
Worm that walks misses The Ginger Ninjer.
Worm that walks misses The Ginger Ninjer.
Carrion worm mass briefly catches sight of you!
Carrion worm mass hits The Ginger Ninjer for 7 physical damage.
Melee retaliation hits Carrion worm mass for 0 acid, 4 darkness (4 total damage).
The Ginger Ninjer uses Throwing Knives.
The Ginger Ninjer's Throwing Knife hits Worm that walks for 36 physical, 8 nature, 2 mind (46 total damage).
Worm that walks casts Drain.
The Ginger Ninjer reacts to damage from Worm that walks, mitigating the blow!.
The Ginger Ninjer tries to evade attacks.
Worm that walks hits The Ginger Ninjer for (42 reacted , -5 stam), 92 blight (92 total damage).
The Ginger Ninjer the level 17 halfling rogue was plagued to death by a worm that walks on level 3 of Old Forest.






























































































