












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 22 / 67% |
| Size | medium |
| Lifes / Deaths | Killed by Emeyama the copperhead snake at level 22 on the 25th Shortage 122nd year of Ascendancy at 20:13 / 1 |
Primary Stats
| Strength | 68 (base 51) |
| Dexterity | 40 (base 36) |
| Constitution | 17 (base 12) |
| Magic | 11 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 28 (base 16) |
Resources
| Life | -71/853 |
| Stamina | 87/192 |
| Healing Factor | 1.1829415192741 |
| Regeneration | 5.5214351116465 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 25.549391208114 |
| See Invisible | 25.549391208114 |
Offense: Mainhand
| Damage | 105 |
| Accuracy | 59 |
| Crit Chance | 12% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Nature | +21% |
| Darkness | +9% |
| Blight | +18% |
| Mind | +3% |
| Fire | +18% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 43.511077022655 (89.749889547741%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 38 |
| Physical Save | 45 |
| Spell Save | 37 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 15%( 70%) |
| All | + 10%( 70%) |
| Physical | + 17%( 70%) |
| Darkness | + 31%( 70%) |
| Light | + 20%( 70%) |
| Temporal | + 21%( 70%) |
| Mind | + 13%( 70%) |
| Lightning | + 18%( 70%) |
| Fire | + 34%( 70%) |
| Nature | + 34%( 70%) |
Defense: Immunities
| Pinning Resistance | 49% |
| Disarm Resistance | 92% |
| Bleed Resistance | 50% |
| Confusion Resistance | 44% |
| Silence Resistance | 21% |
| Stun Resistance | 62% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 70% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 physical effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| 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 222 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 484% 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 / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Battle tactics | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed warg claw. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed bloated horror heart. * '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.' Agrimley the hermit needs your help making an elixir of focus. 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 red crystal shard. * You've found the needed green worm. 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 minotaur nose. * You've found the needed honey tree root. * You've found the needed black mamba head. | 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 within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of rough leather boots of disengagement (0 def, 1 armour)2.0 T1 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +1 Silence- +21% Confus- +21% Stun/Frz- +21% Disengage: Puts all charms on 13 cooldown Level 1.0 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 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 57% 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. A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +44.00 ---------- misc 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. |
| On head | bladed iron helm of might (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +6 Str +2 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 192.8 Physical damage. If the attack hits, the target is confused (37% 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. |
| On hands | Tymablek (15 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Phys.pwr +20 (+5 eff.) Acc +20 (+5 eff.) Melee Ret 6 physical ----- def ----- Armour +2 Defense +15 (+7 eff.) Fatigue +3% Resists +5% arcane HP.reg +1.00 ---------- misc Stam/turn +3.80 Max.stam +14.00 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. |
| Tool | steel torque of psionic shield [power 55] (16/22 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 55 for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% nature +18% fire ----- def ----- Resists +24% nature +3% fire Max.HP +53.00 Disarm- +50% Pinning- +49% Knockbk- +50% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Coalbender0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +3 Mag +3 Wil dps ---------- Dmg.mod +3% mind +9% darkness ----- def ----- Armour +8 Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Confus- +23% ---------- misc Hate/m.crit +1.00 Rings make your fingers look great! |
| Around neck | Haroduthad0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +18% blight ----- def ----- Heal.mod +12% Cut- +50% ---------- misc Infravis +1 Heal: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 158 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | balanced dwarven-steel waraxe of massacre (30-41 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Master Power 29.5 - 41.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +8 (+4 eff.) Disarm- +20% One-handed war axes. |
| Around waist | Xeratha the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +6 Lck ----- def ----- Resists +3% mind +3% physical Stealth +6 Die.at -20.00 life Max.HP +20.00 Stun/Frz- +20% ---------- misc T.Disarm +5 Infravis +3 A belt that goes around your waist. |
| In off hand | shocking stralite shield of fire resistance (+17%) (0 def, 8 armour, 51-61 power, 137 block)7.0 T4 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 51.0 - 61.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +137 While equipped: dps ---------- Melee+ 20 lightning Melee Ret 5 lightning ----- def ----- Armour +8 Fatigue +8% Resists +17% fire ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Toxinblood (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% acid +9% nature On Hit (Melee): * 10% chance to slow global speed by 40% * 10% chance to reduce armor by 16% ----- def ----- Defense +1 (+1 eff.) Resists +3% lightning +12% temporal +12% darkness +3% nature Def/telep +11 Res/telep +11% Dur/telep +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | prismatic iron plate armour of the dragon (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Ego+] Arcane/Nature While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +6% acid +5% physical +11% light +11% darkness +7% fire +6% lightning +6% cold Disarm- +22% Stun/Frz- +21% Knockbk- +20% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
healing infusion of the warrior (heal 177; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 177 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength 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 |
shatter afflictions rune of the duelist (absorb 102; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd 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 102 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Blindwither the copper amulet0.1 T1 amulet jewelry [Rare] Psionic While equipped: Stats +3 Con +2 Wil dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +3% nature Melee Ret 2 nature ----- def ----- Resists +12% darkness Mind.save +6 (+3 eff.) Confus- +11% ---------- misc Light +1 Infravis +2 Amulets make your neck look great! |
Falikor0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +7 Str +1 Dex ----- def ----- Resists +1% physical Phys.save +6 (+2 eff.) Amulets make your neck look great! |
Gleamransom the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +24% light Res.pen +20% light +10% cold Melee Ret 10 mind ----- def ----- Max.HP +28.00 Disarm- +26% Pinning- +24% Knockbk- +26% Rings make your fingers look great! |
mule's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% Max.HP +21.00 Disarm- +21% Pinning- +20% Knockbk- +21% ---------- misc Max.enc +22 Rings make your fingers look great! |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Rings make your fingers look great! |
rogue's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Max.HP +22.00 Disarm- +20% Pinning- +21% Knockbk- +21% Rings make your fingers look great! |
savage's copper ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +1 Con ----- def ----- Spell.save +10 (+4 eff.) ---------- misc Max.stam +11.00 Rings make your fingers look great! |
wizard's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Spell.save +6 (+3 eff.) Rings make your fingers look great! |
Drake's Bane (45-68 power, 21 apr)3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+3 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+7 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
arcing steel dagger of massacre (20-26 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, short and deadly. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
iron waraxe 'Corruptionwarden' (11-15 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Nature Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 lightning +14 nature On Hit.r1 +16 nature On Crit.r2 +16 nature On Hit: * 20% chance to slow global speed by 40% While equipped: dps ---------- Dmg.mod +12% nature One-handed war axes. |
Blasttickler1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Con +3 Wil dps ---------- S.pwr/crit +2 Dmg.mod +3% lightning +6% blight ----- def ----- Resists +6% lightning +6% temporal Crit.chn- 10.00% A belt that goes around your waist. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt 'Urozilahell'1.0 T1 belt armor [Rare] Psionic While equipped: Stats +3 Dex +7 Con dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Resists +6% darkness +5% arcane Phys.save +6 (+2 eff.) A belt that goes around your waist. |
Branumathel (1 def, 6 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Apr +1 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Armour +6 Defense +1 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Relgatar (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil +1 Con dps ---------- Spell.pwr +25 (+17 eff.) Acc +5 (+2 eff.) ----- def ----- Defense +1 (+1 eff.) Spell.save +5 (+3 eff.) ---------- misc Max.mana +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Blazeglamour' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Res.pen +5% acid On Hit (Melee): * 20% chance to reduce armor by 16% ----- def ----- Defense +1 (+1 eff.) Resists +15% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of implacability (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Phys.save +6 (+2 eff.) Mind.save +5 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zubikira (3 def, 3 armour)2.0 T2 cloth armor [Rare] Master While equipped: dps ---------- Melee Ret 4 mind ----- def ----- Armour +3 Defense +3 (+2 eff.) Resists +9% acid +3% blight +6% cold +12% mind +9% all Phys.save +19 (+6 eff.) Mind.save +6 (+3 eff.) ---------- misc Hate/m.crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy woollen robe of nature (+19%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +13% nature On Melee Ret: * 4% chance to slow global speed by 40% * 4 arcane resource burn ----- def ----- Resists +19% nature +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's pair of dwarven-steel boots of strife (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Psionic While equipped: Stats +7 Wil +4 Cun +4 Con dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +7% physical ----- def ----- Armour +4 Fatigue +3% Phys.save +8 (+2 eff.) Spell.save +9 (+4 eff.) Mind.save +7 (+3 eff.) Blindside: Puts all charms on 22 cooldown Level 1.0 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves 'Zanalafast' (0 def, 4 armour)1.0 T2 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Dex +3 Cun +3 Con dps ---------- Melee+ 6 blight 7 lightning Dmg.mod +5% blight +4% lightning Acc +7 (+2 eff.) Apr +7 ----- def ----- Armour +4 Resists +6% blight +5% arcane +5% lightning HP.reg +4.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal 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). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Squalorstrike' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +1 Fatigue +1% Resists +9% nature Die.at -60.00 life HP.reg +2.00 ---------- misc Stam/turn +1.70 Max.stam +13.00 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. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 13 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 23.61 to 70.83 lightning damage (47.22 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Darksaw (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% darkness +3% cold Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Armour +1 Fatigue +1% Resists +6% cold Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 192.8 Physical damage. If the attack hits, the target is confused (37% 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 cap made of leather. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +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. |
Starriver the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +5% darkness Melee Ret 10 light ----- def ----- Armour +3 Fatigue +3% Resists +6% fire +7% cold ---------- misc Stam/ret +0.90 Equi/ret +1.00 Light +1 A cap made of leather. |
bladed hardened leather cap of strength (+7) (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +7 Str ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 192.8 Physical damage. If the attack hits, the target is confused (37% 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 cap made of leather. |
Gloompiercer the dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Str +4 Con dps ---------- Dmg.mod +6% acid Melee Ret 6 acid On Hit (Melee): * 20% chance to reduce armor by 16% ----- def ----- Armour +11 Fatigue +22% Resists +6% arcane +6% darkness Spell.save +14 (+6 eff.) Max.HP +78.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of metal plates. |
Murkflash the iron shield (0 def, 2 armour, 9-11 power, 16.5 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 9.0 - 10.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +16 Melee+ +20 light +8 mind On Crit.r2 +8 darkness On Hit: * 11% chance to reduce armor by 16% While equipped: Stats +4 Cun dps ---------- Melee+ 6 acid Dmg.mod +6% mind Melee Ret 4 acid 6 darkness ----- def ----- Armour +2 Fatigue +8% ---------- misc Max.hate +4.00 Talents +1 Block Handheld deflection devices. |
psychokinetic quiver of ash arrows (22/22, 20-29 power, 7 apr)3.0 T2 arrow ammo [Ego+] Psionic Power 20.5 - 28.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 22 Ranged+ +14 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 73 physical damage Arrows are used with bows to pierce your foes to death. |
4 agate0.0 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. |
47 alchemist agate0.0 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Islenn2.0 T1 lite [Rare] Master While equipped: Stats +1 Mag ----- def ----- Resists +5% arcane +6% darkness Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +6 See.Invis +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. |
Shiverdeath the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light +15% cold Res.pen +5% light ----- def ----- Resists +3% cold Max.HP +42.00 ---------- misc Light +5 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 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(62 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 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 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +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 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 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. |
Pitchnail the iron torque of clear mind [power 1] (16/22 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Resists +6% darkness +6% cold ---------- misc Light +1 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Purevein the steel torque of psionic shield [power 49] (16/22 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Resists +24% lightning +9% temporal Setup a psionic shield, reducing all damage taken by 49 for 5 turns Puts all charms on 22 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
cleansing dwarven-steel torque of mindblast [power 220] (16/13 cooldown)2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 227 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
innervating ash totem of healing [power 194] (16/13 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 13 cooldown 100% to reduce fatigue by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ash wand of lightning storm [power 182] (16/13 cooldown)2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 36 lightning damage and will be dazed for 1 turn (182 total damage) Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By
26th Dearth 122nd year of Ascendancy at 16:30 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By
1st Profit 122nd year of Ascendancy at 19:47 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By
10th Dearth 122nd year of Ascendancy at 01:48 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By
40th Dearth 122nd year of Ascendancy at 11:01 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By
18th Voratun 122nd year of Ascendancy at 09:33 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By
2nd Acquisition 122nd year of Ascendancy at 01:12 see stats
The Restless Dead (Insane (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By
24th Shortage 122nd year of Ascendancy at 16:29 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By
6th Profit 122nd year of Ascendancy at 08:44 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By
26th Wealth 122nd year of Ascendancy at 11:01 see stats
Log
Black jelly uses Slime Spit.





























































































