










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ascendancy Level Cap Remover 1.7.6--- DESCRIPTION --- This addon removes the level 50 cap from the game (Age of Ascendancy main campaign and arena mode). I'm unsure if it works with DLC (I don't have the DLCs ;-; ). Enjoy :) P.S: This is a simpler version of "Campaign Uncapper" by Starkeep. Instead of scaling every dungeon to your level, this one only removes the level cap. Consider checking that addon out! --- INSTALLATION --- 1) Download the file 2) Move it inside /(Your Game Directory)/game/addons 3) Launch Tales of Maj'Eyal 4) On the main menu, select "Addons" 5) Find "Ascendancy Level Cap Remover" and ensure it's active --- COMPATIBILITY --- It is not compatible with mods that change data/birth/descriptors.lua (It should be compatible with most mods; it is unknown if it works with the ones that add new campaigns) Updated to work for 1.7.6 Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Dual-Classes Reworked by AscendingPhoenix (Rae edit) 1.7.6 Small edit done by me that nerfs enemy talent level scaling across the board. I take no credit for this great rework of the original Multi-Class challenge, all credit goes
to AscendingPhoenix, find the orignal mod here: https://te4.org/games/addons/tome/dual-class-challengeAllows the player to pick two classes, but the difficulty scales upward. The mod dramatically ramps up the difficulty level to compensate. (Original by StarKeep, forked mod by Raenarill). You advance twice as fast, and gain six talent category points: at 10, 20, 30, 40, 50, and 60. You gain normal stat points until level 51. BLITZ MODE: You gain two thirds more talent points. After level 66, you gain one class talent point per level and one generic every two out of three levels. CLASSIC MODE: features base game talent points until level 100. CLASS EVOLUTIONS: You can swap your first and second classes in the Game Options tab for evolutionary purposes. TIP: Good equipment takes the usual time to show up, so you probably will see it at about lvl 50 with dual classing enabled. In order to activate this addon, look at your Game Options for a new tab. Enjoy. Multi Evolutions Fork 1.7.4Allows Adventurer to take any class evolution prodigy and adds an option that allows any class to take multiple evolutions. Do not use with another version of the same addon, they are not compatible with eachother. 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: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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 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: Class: Explorer 1.7.0Adds new class Explorer, an Adventurer subclass mostly identical to Wanderers. At character creation, you will be shown a dialog listing the random class and generic talent trees that you will receive over the course of the game and allowing you to choose the order in which you wish to recieve them (at the usual levels for Wanderers). [License note: This addon uses modified versions of an image by Viscious Speed from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Master world 1.7.4This mod is designed to complete the game at the highest difficulty level. The mod does not affect the game experience of battles with monsters, it only adds the opportunity to become stronger for money. Every merchant in the world offers the player to learn new talent mastery, undergo special training, or create powerful artifacts. Each trader has their own requirements for the level of the player and pricing policy. Mod features Talents manipulation: Special training: Artifactors: Travel in world: Other: Somehow :) Items Vault 1.7.6Donators/Buyers bonus! 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.
Infinite Dungeon Challenges Fix 1.7.6Fixes a bug with infinite dungeon challenges caused by clones/summons 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:
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:
Yeeks Forever 1.7.6With this, the die-or-die situation is avoided when yeeks win the game, nothing else. Only sure to work with exact versions (see below), since the final chat is just replaced, checking for "NoMoreYeekSacrifice" instead of "Yeek". Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. Amazingly Generous Levels Plus One 1.7.4The base mod, but with an extra +1 stat per lvl and no +1 stat on lvl 2. That's it. I only upload it so the * hash thing doesn't appear. + 5 to MaxHP per level. (Double at level 2) 5 stat points per level. (5 at level 2) No Talent Stat Requirements 1.7.6Removes talent stat requirements Possessor Bonus Class 1.7.4Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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. No Talent Caps 1.7.6Removes talent level caps. This is balanced to just allow to go beyond level 5 without Infinite Dungeon shenanigans, it doesn't give any advantages or points' Weight: 293587 Infinite Mastery 1.7.4Increases the mastery value increase to 0.4, and removes the 1 increase limit. Originally made by jojolagger, I only bumped up addon weight so it can work with my addon collection with online profile on. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Yeek |
| Class | Necromancer |
| Level / Exp | 16 / 29% |
| Size | small |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 32 (base 30) |
| Dexterity | 12 (base 11) |
| Constitution | 13 (base 10) |
| Magic | 41 (base 41) |
| Willpower | 53 (base 41) |
| Cunning | 24 (base 18) |
Resources
| Life | 462/462 |
| Mana | 451/451 |
| Soul | 16/16 |
| Vim | 164/164 |
| Healing Factor | 1.0783363011315 |
| Regeneration | 8.141439073543 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Stealth | 7 |
| See Invisible | 7 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 24 |
| Accuracy | 6 |
| Crit Chance | 7% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Blight | +15% |
| Physical | +6% |
| Fire | +30% |
| Darkness | +24% |
Offense: Damage Penetration
| Darkness | +15% |
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 14 (30%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 32 |
| Mental Save | 36 |
Defense: Resistances
| Lightning | + 18%( 70%) |
| Acid | + 25%( 70%) |
| Light | + 20%( 70%) |
| Darkness | + 18%( 70%) |
| Cold | + 18%( 70%) |
| Physical | + 16%( 70%) |
| Fire | + 36%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Silence Resistance | 55% |
| Bleed Resistance | 20% |
| Confusion Resistance | 90% |
| Knockback Resistance | 60% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| 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) 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (52 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 4 |
| 1 |
| 1 |
| 1 |
| Spell / Master of flesh | 1.30 |
| 0 |
| 0 |
| 0 |
| 0 |
| Spell / Nightfall | 1.30 |
| 1 |
| 4 |
| 0 |
| 0 |
| Spell / Dreadmaster | 1.30 |
| 0 |
| 0 |
| 0 |
| 0 |
| Spell / Age of dusk | 1.30 |
| 5 |
| 1 |
| 0 |
| 0 |
| Spell / Grave | 1.30 |
| 0 |
| 0 |
| 0 |
| 0 |
| Corruption / Bone | 1.30 |
| 1 |
| 0 |
| 0 |
| 0 |
| Corruption / Plague | 1.30 |
| 1 |
| 1 |
| 1 |
| 0 |
| Spell / Master of bones | 1.70 |
| 11 |
| 3 |
| 1 |
| 3 |
| Corruption / Reaving combat | 1.30 |
| 1 |
| 1 |
| 1 |
| 0 |
| Corruption / Scourge | 1.30 |
| 0 |
| 0 |
| 0 |
| 0 |
| Corruption / Vim | 1.00 |
| 1 |
| 1 |
| 1 |
| 0 |
| Spell / Death | 1.30 |
| 0 |
| 0 |
| 0 |
| 0 |
| Corruption / Sanguisuge | 1.00 |
| 1 |
| 1 |
| 0 |
| 0 |
| Spell / Animus | 1.30 |
| 3 |
| 0 |
| 0 |
| 0 |
| Spell / Master necromancer | 1.30 |
| 4 |
| 0 |
| 0 |
| 0 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5 |
| 2 |
| 0 |
| 0 |
| 0 |
| 0 |
| Spell / Spectre | 1.30 |
| 1 |
| 1 |
| 1 |
| 1 |
| Corruption / Torment | 1.30 |
| 1 |
| 1 |
| 1 |
| 1 |
| Spell / Necrosis | 1.30 |
| 1 |
| 1 |
| 0 |
| 0 |
| Race / Yeek | 1.00 |
| 1 |
| 5 |
| 0 |
| 0 |
| Cunning / Survival | 1.00 |
| 0 |
| 0 |
| 0 |
| 0 |
Effects
| talent | Overkill |
| talent | Aura of Undeath |
| talent | Blood Vengeance |
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. | active |
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 injured seer from death by Xeryra the mountain troll. Escort: injured seer (level 3 of Trollmire) | failed |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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 mysticism. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed giant spider spinneret. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 within1 lumberjacks have died. | done |
Equipment
| Quiver | pouch of iron shots of paradox (16/16, 14-17 power, 1 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.5 - 17.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 16 On weapon hit: * 5% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +6 temporal Shots are used with slings to pummel your foes to death. |
| On hands | Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 55.90 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| On head | Earestir the Shadestrider (11 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +11 (+8 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 19% Changes resistances: +3% cold / +15% fire Changes damage: +10% fire Knockback immunity: +20% Life regen: +4.00 Healing mod.: +5% A pointy cloth hat, very wizardly... |
| Tool | elm totem of healing 'Lustrearc' [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +3% lightning / +6% light Changes resistances penetration: +10% lightning Changes damage: +9% darkness Light radius: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | ZubenneCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +2 Changes stats: +5 Str / +5 Con Spell save: +12 (+6 eff.) Blindness immunity: +20% Cut immunity: +20% Rings make your fingers look great! |
| Around neck | restful copper amulet of dexterity (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Dex Life regen: +1.00 Amulets make your neck look great! |
| In main hand | ash vilestaff 'Poladann' (15-18 power, 3 apr, blight element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +2 Changes resistances: +12% acid / +1% physical Changes damage: +15% blight / +15% fire / +15% darkness / +15% acid Talent granted: +1 Command Staff Physical save: +3 (+2 eff.) Mana each turn: +0.13 Vim when firing critical spell: +2.00 Maximum mana: +46.00 Maximum vim: +17.00 Spellpower: +12 (+5 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
| Main armor | rough leather armour 'Bleakransom' (3 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) Armour: +2 Defense: +3 (+3 eff.) Fatigue: +6% Changes resistances: +3% darkness Changes resistances penetration: +15% darkness Physical save: +3 (+2 eff.) Life regen: +2.30 Stamina each turn: +0.70 Only die when reaching: -60.00 life Maximum stamina: +30.00 A suit of armour made of leather. |
| Light source | Yaruhad the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 Damage when hit (Melee): 2 physical Changes stats: +3 Wil / +3 Con Changes damage: +6% physical Mental save: +7 (+4 eff.) Stamina each turn: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Light radius: +3 See stealth: +7 See invisible: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Inventory
This item will automatically be transmogrified when you leave the level.movement infusion of the sneak (speed 478%; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 478% 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. 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. |
This item will automatically be transmogrified when you leave the level.movement infusion of the warrior (speed 506%; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 increase movement speed by 506% 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 Strength 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. |
This item will automatically be transmogrified when you leave the level.wild infusion of the psychic (res 26%; magical; dur 4; cd 10) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 cure yourself of one random magical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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. |
shatter afflictions rune of the sneak (absorb 50; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 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. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 241; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 241 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
This item will automatically be transmogrified when you leave the level.Eareromildil the rough leather sling Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Damage (Ranged): +12 blight / +5 fire When wielded/worn: Changes resistances penetration: +5% mind Changes damage: +9% fire Critical mult.: +10.00% Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +1% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Slings are used to hurl stones or metal shots at your foes. |
Yvabretira the elm magestaff (10-12 power, 2 apr, cold element)Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +6 (+5 eff.) Changes resistances: +6% nature / +9% light Changes damage: +6% acid / +10% cold Talent granted: +1 Command Staff Spellpower: +3 (+2 eff.) Spell crit. chance: +1% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 61.87 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. |
elm vilestaff (10-12 power, 2 apr, blight element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% blight Talent granted: +1 Command Staff Spellpower: +3 (+2 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
shimmering elm starstaff (10-12 power, 2 apr, darkness element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Mana each turn: +0.12 Maximum mana: +32.00 Spellpower: +3 (+2 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Alorin the Gleamwrither (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +20% light / +7% all Changes damage: +6% light Mental save: +16 (+7 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% Light radius: +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.focusing linen robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances: +7% all Mana each turn: +0.10 Psi each turn: +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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. |
This item will automatically be transmogrified when you leave the level.Glarevagrant (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex / +9 Con Changes damage: +9% light Infravision radius: +3 A cap made of leather. |
stabilizing rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Physical save: +10 (+5 eff.) A cap made of leather. |
Adythra the Cracklebile (19/19, 18-25 power, 7 apr)Requires: - Dexterity 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 19 Turns elapse between self-loadings: 6 On weapon hit: * 20% chance to slow global speed by 49% * 20 arcane resource burn * 21% chance to reduce all saves and defense by 23 * 20% chance to knock the target back 3 spaces and deal 137 physical damage Damage (Ranged): +16 lightning / +11 physical / +14 mind Damage (radius 2) on crit: +11 lightning Arrows are used with bows to pierce your foes to death. |
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. |
This item will automatically be transmogrified when you leave the level.Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of the Iron Throne (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Maximum life: +22.00 Maximum stamina: +16.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 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. |
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. |
brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 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. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 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. |
This item will automatically be transmogrified when you leave the level.Imp Claw Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 147.75 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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. |
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. |
powerful iron torque of clear mind [power 1] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By YeekJadeBeauty the Yeek Necromancer level 11
10th Flare 122nd year of Ascendancy at 23:26 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By YeekJadeBeauty the Yeek Necromancer level 10
3rd Mirth 122nd year of Ascendancy at 16:40 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By YeekJadeBeauty the Yeek Necromancer level 15
36th Dusk 122nd year of Ascendancy at 17:16 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By YeekJadeBeauty the Yeek Necromancer level 10
5th Flare 122nd year of Ascendancy at 03:52 see stats
Log
Armoured skeleton warrior has regained its confidence.
Talent Catalepsy is ready to use.
Armoured skeleton warrior is not stunned anymore.
Talent Call of the Crypt is ready to use.
Resting starts...
Talent Dire Plague is ready to use.
Skeleton master archer drops its additional bones.
Armoured skeleton warrior drops its additional bones.
Armoured skeleton warrior drops its additional bones.
Skeleton mage drops its additional bones.
Armoured skeleton warrior drops its additional bones.
Lord of Skulls (warrior) drops its additional bones.
Armoured skeleton warrior drops its additional bones.
Rested for 15 turns (stop reason: all resources and life at maximum).
YeekJadeBeauty picks up (o.): Tooth of the Mouth (dig speed 12 turns).
YeekJadeBeauty picks up (a.): wild infusion of the psychic (res 26%; magical; dur 4; cd 10).
YeekJadeBeauty picks up (a.): movement infusion of the sneak (speed 478%; cd 11).
YeekJadeBeauty picks up (b.): movement infusion of the warrior (speed 506%; cd 12).
YeekJadeBeauty picks up (x.): Imp Claw.
Lore found: tattered paper scrap (trollmire)
You can read all your collected lore in the game menu, by pressing Escape.
Accepted quest 'Hidden treasure'! (Press 'j' to see the quest log)
Ran for 3 turns (stop reason: learnt lore).
Lore found: Tooth of the Mouth
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: Imp Claw
You can read all your collected lore in the game menu, by pressing Escape.




























































































































