











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/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! Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. 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:
Resourceful Wanderers 1.7.6Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. 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: Wanderer Options 1.7.4Allows wanderers to use talent trees from every classes and races, including those from addons, with options. Wanderers will also start with steamguns, steamsaws, tinker implants (with Eor DLC) and the talent shoot. Added an option to start with the talents trees steamtech/physics & steamtech/chemistry. 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 | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 18 / 67% |
| Size | medium |
| Lifes / Deaths | Killed by thought-forged bowman at level 18 on the 36th Haze 122nd year of Ascendancy at 15:13 / 1 |
Primary Stats
| Strength | 16 (base 11) |
| Dexterity | 57 (base 46) |
| Constitution | 16 (base 10) |
| Magic | 11 (base 10) |
| Willpower | 12 (base 10) |
| Cunning | 44 (base 36) |
Resources
| Life | -127/458 |
| Stamina | 73/186 |
| Healing Factor | 1.1845771506545 |
| Regeneration | 7.4036071915904 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 44 |
| Accuracy | 57 |
| Crit Chance | 19% |
| APR | 13 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 24 |
| Accuracy | 57 |
| Crit Chance | 18% |
| APR | 12 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +5% |
| Lightning | +15% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +25% |
| Physical | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 47 (43.594633868923%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 0.92380522168512 |
| Physical Save | 24 |
| Spell Save | 8 |
| Mental Save | 21 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Fire | + 9%( 70%) |
| Cold | + 26%( 70%) |
| Physical | + 1%( 70%) |
| Mind | + 3%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 51% |
| Bleed Resistance | 60% |
| Pinning Resistance | 51% |
| Disarm Resistance | 41% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 32% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 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 295 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 162 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 544% 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 Cunning stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Poisons | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Technique / Throwing knives | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 1/5 |
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 warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)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 have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. 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.' * You've found the needed length of troll intestine. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | pair of iron boots 'Torudomnir' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Cun +2 Dex defense ------ Armor +3 Fatigue +2% Resistance +3% acid +3% fire Unlife -20.00 life Life +40.00 Disease Resist +20% Pinning Resist +20% Disengage: Puts all charms on 15 turn cooldown Effective talent level: 1.3 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 114% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Chargefury'2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Physical Power +10 (+4 eff.) Damage +9% lightning Ignore resists +15% lightning defense ------ Armor +14 Life +44.00 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. |
| On head | Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+6 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | Aredavena the hardened leather gloves (0 def, 8 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +1 Dex offense ------ On-Hit 10 physical Damage +5% physical Ignore resists +25% physical defense ------ Armor +8 Resistance +6% cold Mind save +3 (+1 eff.) Life Regen +4.00 other ------- Light +2 Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +10 physical On-crit, radius 2 +8 physical On Hit: 10% Sand Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Emelyseda the iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str defense ------ Resistance +1% physical Unlife -80.00 life Disarm Resist +20% Pinning Resist +10% Knockbk Resist +10% other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | titan's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Life Regen +2.00 Stun Resist +21% Rings make your fingers look great! |
| On fingers | copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +20.00 Disarm Resist +21% Pinning Resist +21% Knockbk Resist +22% Rings make your fingers look great! |
| Around neck | Arywe0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +1 Str offense ------ Critical power +20.00% Damage +9% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 16 defense ------ Defense +5 (+2 eff.) Healmod +13% Cut Resist +60% Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 191 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | Voratira the steel dagger (14-18 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Master Weapon Damage 14.0 - 18.2 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +8 physical While equipped: Stats +1 Str +2 Dex offense ------ Combat Speed +10% Accuracy +24 (+7 eff.) defense ------ Armor +8 other ------- Max stamina +30.00 Sharp, short and deadly. |
| Around waist | Xiyavena1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Str +2 Dex +2 Wil +3 Cun defense ------ Resistance +6% fire +5% cold A belt that goes around your waist. |
| In off hand | flaming iron dagger of daylight (10-13 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Arcane 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% On-hit +5 light Damage Against +8% Undead On-Hit, radius 1 +7 fire Sharp, short and deadly. |
| Cloak | Harikalthofast (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Accuracy +3 (+1 eff.) Ignore Armor +3 On-Hit (Melee): * 20% chance to reduce all saves and defense by 16 defense ------ Defense +1 (+0 eff.) Resistance +3% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Shockpierce (3 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Master While equipped: Stats +1 Str +2 Dex +1 Mag offense ------ Damage +6% lightning Ignore resists +10% lightning defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +15% cold A suit of armour made of leather. |
Inventory
movement infusion of the duelist (speed 571%; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 571% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the duelist (speed 571%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 571% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the duelist (res 27%; magical, mental; dur 2; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 27% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
blink rune of the duelist (range 6; phase 17; cd 14)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 4; phase 15; cd 10)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 10 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 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
clarifying copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +11% mind Confus Resist +23% Amulets make your neck look great! |
Nydrafast the Ravenblood0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Str offense ------ Damage +3% lightning +21% darkness Ignore resists +5% darkness defense ------ Resistance +9% light +9% fire Amulets make your neck look great! |
Vipermoon0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +6 Wil offense ------ Mind Crit +1% Mindpower +30 (+15 eff.) Damage +3% nature defense ------ Resistance +6% nature Amulets make your neck look great! |
rogue's copper ring of lightning (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun offense ------ Damage +11% lightning defense ------ Defense +6 (+2 eff.) Resistance +22% lightning Rings make your fingers look great! |
titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Rings make your fingers look great! |
titan's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Confus Resist +20% Rings make your fingers look great! |
yew starstaff of illumination (20-24 power, 4 apr, physical element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+9 eff.) Damage +20% physical defense ------ Defense +7 (+2 eff.) other ------- Light +3 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 36.96 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. |
arcing dwarven-steel battleaxe of massacre (40-61 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Ego] Arcane/Master Weapon Damage 40.5 - 60.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed battleaxes. |
steel greatsword (22-34 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Normal] Weapon Damage 21.5 - 34.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% Massive two-handed swords. |
dwarven-steel greatsword (36-58 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Normal] Weapon Damage 36.0 - 57.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% Massive two-handed swords. |
steel waraxe (14-20 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Normal] Weapon Damage 14.5 - 20.3 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% One-handed war axes. |
arcing iron dagger of vileness (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 +5 blight On Hit: * 6% chance to reduce strength, dexterity, and constitution by 6 * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, short and deadly. |
balanced iron dagger (10-14 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Master 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% While equipped: offense ------ Accuracy +5 (+2 eff.) defense ------ Defense +5 (+2 eff.) Disarm Resist +21% Sharp, short and deadly. |
iron dagger of persecution (10-14 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Disrupt 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% Damage Against +6% Unnatural While equipped: Stats +2 Wil Sharp, short and deadly. |
chilling steel dagger of massacre (21-27 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 21.0 - 27.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 cold Sharp, short and deadly. |
gifted vined mindstar (5-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature Weapon Damage 5.0 - 5.5 Nature 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 +6 (+3 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. |
vined mindstar (4-4 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Normal] Nature Weapon Damage 4.0 - 4.4 Nature 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. |
quiver of yew arrows (21/21, 30-41 power, 10 apr)3.0 Encumbrance T3 arrow ammo [Normal] Weapon Damage 29.5 - 41.3 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 21 Arrows are used with bows to pierce your foes to death. |
rough leather armour of lightning resistance (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +15% lightning A suit of armour made of leather. |
enlightening steel plate armour of fire resistance (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Ego+] Master/Psionic While equipped: Stats +3 Cun +4 Wil defense ------ Armor +9 Fatigue +22% Resistance +17% fire Mind save +15 (+7 eff.) A suit of armour made of metal plates. |
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. |
rough leather belt 'Ebonybreaker'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +3 (+1 eff.) Damage +3% light +6% darkness +6% nature On-Hit (Melee): * 20% chance to reduce damage dealt by 14% defense ------ Spell save +6 (+6 eff.) other ------- Size +1 A belt that goes around your waist. |
Nimbusfame1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Physical Crit +5.0% Physical Power +5 (+2 eff.) Ignore resists +10% lightning Accuracy +15 (+5 eff.) Ignore Armor +3 defense ------ Resistance +6% lightning +8% temporal other ------- Max stamina +20.00 A belt that goes around your waist. |
Mucusvenom the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con offense ------ Damage +6% darkness Ignore resists +20% nature defense ------ Defense +1 (+0 eff.) Resistance +6% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glintzeal the pair of rough leather boots (0 def, 4 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Str +3 Con offense ------ Physical Crit +1.0% Accuracy +5 (+2 eff.) When Hit 4 light defense ------ Armor +4 Resistance +2% physical other ------- Infravision +2 A pair of boots made of leather. |
Blastquill the pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +4 Dex +5 Wil +8 Cun offense ------ Mind Crit +2% Damage +6% mind When Hit 6 lightning defense ------ Armor +4 Fatigue +3% Disengage: Puts all charms on 15 turn cooldown Effective talent level: 3.9 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 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 181% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
naturalist's rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 5 nature Damage +4% nature defense ------ Armor +1 Resistance +6% nature Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +6 nature On Hit: 10% Venomous Breath level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Erelesta the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% cold defense ------ Defense +1 (+0 eff.) Resistance +3% lightning +19% cold Healmod +15% Teleport Resist +10% A pointy cloth hat, very wizardly... |
Gerand (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +4 Str +1 Mag +1 Wil offense ------ Damage +11% darkness When Hit 2 acid defense ------ Defense +1 (+0 eff.) Resistance +16% darkness +6% acid other ------- See Invisibility +3 A pointy cloth hat, very wizardly... |
Hathylerion the Glacierstreak (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Str offense ------ Damage +3% acid +12% cold defense ------ Armor +4 Fatigue +4% Resistance +21% acid Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 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 53.2 Physical damage. If the attack hits, the target is confused (40% 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. |
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. |
7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 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. |
4 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. |
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. |
2 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. |
2 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con 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 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 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. |
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. |
118 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. |
Glarepeal the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Con +3 Wil offense ------ Damage +6% light defense ------ Physical save +6 (+3 eff.) Healmod +13% other ------- Light +4 Infravision +1 See Invisibility +9 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. |
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.(54 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Yvaba the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Dex +3 Mag +2 Wil offense ------ Damage +9% acid defense ------ Physical save +6 (+3 eff.) Healmod +12% other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: 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. |
alchemist's lamp1.0 Encumbrance T3 lite [Normal] While equipped: other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
iron pickaxe of endurance (dig speed 39 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
Arthymnir [power 100] (32/15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: defense ------ Resistance +9% acid +3% nature +6% mind Life Regen +2.00 Knockbk Resist +10% Blast the opponent's mind dealing 109 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 110] (32/15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
evasive ash wand of shielding [power 188] (32/20 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Viv the Cornac Rogue level 16
60th Dusk 122nd year of Ascendancy at 03:51 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Viv the Cornac Rogue level 10
35th Dusk 122nd year of Ascendancy at 02:40 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Viv the Cornac Rogue level 7
1st Mirth 122nd year of Ascendancy at 13:22 see stats
Log
Corrupted green ooze is not stunned anymore.
Corrupted green ooze's Mind Storm hits Viv for 48 mind damage.
Thought-forged bowman uses Steady Shot.
Thought-forged bowman's Steady Shot hits Viv for 56 physical damage.
Viv uses Twist the Knife.
Viv performs a melee critical strike against Corrupted green ooze!
Corrupted green ooze's is vulnerable to attacks and effects!
Corrupted green ooze is poisoned!
Corrupted green ooze's Deadly Poison from Viv was extended!
Corrupted green ooze converts some damage to Psi!
Viv hits Thought-forged bowman for 8 physical, 6 fire (14 total damage).
Viv hits Corrupted green ooze for 21 to psi, 45 physical, 2 to psi, 5 physical, 2 to psi, 4 physical, 6 to psi, 14 physical, 1 to psi, 3 light, 2 to psi, 5 physical, 2 to psi, 3 fire (116 total damage).
Corrupted green ooze hits Viv for 24 mind, 19 fire (43 total damage).
Corrupted green ooze uses Perfect Strike.
Corrupted green ooze aims carefully.
Corrupted green ooze uses Mind Sear.
Corrupted green ooze's mind surges with critical power!
Corrupted green ooze hits Viv for 195 mind damage.
Talent Dual Strike is ready to use.
Weakness Disease from Giant digestive sack (opened) hits Viv for 16 blight damage.
Poison from Corrupted green ooze hits Viv for 1 nature damage.
Corrupted green ooze converts some damage to Psi!
Deadly Poison from Viv hits Thought-forged bowman for 20 nature damage.
Deadly Poison from Viv hits Corrupted green ooze for 9 to psi, 21 nature (30 total damage).
Corrupted green ooze's Mind Storm hits Viv for 48 mind damage.
Thought-forged bowman shoots!
Thought-forged bowman's Shoot hits Viv for 40 physical damage.
Viv the level 18 cornac rogue was hacked apart to death by a thought-forged bowman on level 2 of Sandworm lair.
You are no longer encumbered.










































































































