







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.0Official Expansion!Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Forbidden Cults 1.7.0Official 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.
Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Draconians (1.7 compat) 1.7.2Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the abscene of ajfluffy. forked AGAIN in the absence of Aura and it becoming unplayable in 1.7.2 (glad to yank down ifthe original fork updates). These are ONLY 'make it playable' fixes, and not anything robust because this player likes dragons. Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Nur Kit 1.7.0Makes water-breathing equipment reliably available from various locations:
(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.) Eoland's Vampire Race 1.7.2This is my own spin on a vampire race. It has some large benefits but also some very strong drawbacks. Inferno Forger 1.6.7Adds the Inferno Forger, a tinker class. As steamtech swept over Maj'Eyal, some mages adapted to it. Similar to Psyshots, these so-called Inferno Forgers use steampower to enhance their own powers - in this case, fire magic. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Zilquish Race 1.7.0Adds the Zilquish race, an artificial lifeform created by necromancers based on the accidental birth of the first skeletal ooze. They're tough, and can use natural talents. Comes with one secret unlockable feature, and one less secret unlockable feature! They will be added to the racepack on its next update, but for now here they are alone. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Frost Invoker 1.7.0Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Race: Doomling 1.7.0This addon requires the Ashes of Urh'Rok DLC to function. Adds the race of Doomlings, demon-corrupted halflings, wielding destructive corrupted versions of the original halfling talents. Doomlings begin in the Searing Halls, and thus can get kidnapped by demons at high level. Racial Abilities
UI Pack: Plumpkins! 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Mardrop |
| Class | Frost Invoker |
| Level / Exp | 35 / 94% |
| Size | huge |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 29 (base 10) |
| Dexterity | 56 (base 42) |
| Constitution | 86 (base 60) |
| Magic | 85 (base 44) |
| Willpower | 22 (base 11) |
| Cunning | 30 (base 10) |
Resources
| Life | 1024/1148 |
| Mana | 323/323 |
| Healing Factor | 1.8258352098045 |
| Regeneration | 262.71942833877 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 8 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 149 |
| Accuracy | 66 |
| Crit Chance | 33% |
| APR | 39 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 83 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +7% |
| Cold | +18% |
| All | +5% |
| Lightning | +7% |
| Light | +7% |
| Temporal | +7% |
| Physical | +14% |
| Darkness | +20% |
| Fire | +28% |
| Nature | +7% |
Offense: Damage Penetration
| Nature | +13% |
| Lightning | +13% |
| Light | +13% |
| Temporal | +13% |
| Cold | +38% |
| Arcane | +13% |
| Fire | +23% |
| All | +11% |
Defense: Base
| Armour (hardiness) | 21 (51.699620662831%) |
| Defense | 62 |
| Ranged Defense | 62 |
| Fatigue | 0 |
| Physical Save | 46 |
| Spell Save | 61 |
| Mental Save | 27 |
Defense: Resistances
| Arcane | + 33%( 72%) |
| Mind | + 38%( 70%) |
| All | + 32%( 70%) |
| Physical | + 33%( 70%) |
| Lightning | + 33%( 72%) |
| Light | + 33%( 72%) |
| Temporal | + 37%( 72%) |
| Darkness | + 52%( 70%) |
| Cold | + 50%( 70%) |
| Fire | + 43%( 72%) |
| Nature | + 49%( 72%) |
Defense: Immunities
| Stun Resistance | 10% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 525 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 115 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 Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 613 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Spell / Blizzard | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Frost | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Chill | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Cryomania | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Spell / Winter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Icicles | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Spell / Hail | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arctic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Spell / Frozen core | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Rime guard | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Spell / Ice floes | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Mardrop | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Deep Freeze |
| talent | Ice Floes |
| talent | Icicles |
| detrimental effect | The target is on fire, taking 67.89 fire damage per turn. Burning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
| beneficial effect | A flow of life spins around the target, regenerating 120.64 life per turn. Regeneration |
| beneficial effect | Physical power icreased by 7. Ice Cold |
| beneficial effect | Spellpower icreased by 52. Cold Surge |
| beneficial effect | Swirling shards of frost increase resistance to all damage by 17% Frost Shards |
| beneficial effect | Maximum life increased by 85. Sanguine Infusion |
| beneficial effect | Increases attack powers and spellsave by 46. Mana Flare |
| detrimental effect | The target is poisoned, taking 33.44 nature damage per turn. Poison |
| beneficial effect | A fierce blizzard surrounds the target, dealing 44 Cold damage to all of their foes within radius 3 each turn. Blizzard |
| beneficial effect | You have a 55% chance of doing an extra 146 damage with *ANY* attack. Chromatic Flash |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by dozing great wolf. Escort: lost defiler (level 1 of Heart of the Gloom) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved talent Foresight (+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 |
Most of the soldiers are out in skirmishes with the hated Orcs, as a green recruit you must stay in the relative safety of the Sunwall. Holding the FortThough you itch to fight Orcs, you have been assigned two mundane tasks instead. * You have killed the strange horror causing most of the crop destruction. * The Mad Astrologer is dead, but you can't help feel a sense of impending doom... | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 578. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed mummified bone. * You've found the needed pouch of bone giant dust. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of 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 minotaur nose. * You've found the needed ritch stinger. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed sandworm tooth. * You've found the needed xorn fragment. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within8 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Bokutar (0 def, 14 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: +4% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Str / +2 Mag / +8 Con Changes resistances: +6% temporal Changes damage: +9% physical Disease immunity: +15% Life regen: +9.00 Infravision radius: +2 Healing mod.: +14% Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. It was changed by the digestive sack. |
| On hands | Fist of the Destroyer (8 def, 0 armour)Requires: - Level 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. The set is complete. When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Changes damage: +15% fire / +15% darkness / +5% all Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 80% Dex, 60% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Blood Grasp (10% chance level 3). When this weapon hits: Soul Rot (12% chance level 3). When this weapon hits: Drain (8% chance level 2). Increases all damage by 6% of current vim Current Bonus: 0% It can be used to activate talent Darkfire (costing 12 power out of 12/12) : Effective talent level: 6.0 Power cost: 12 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 164.11 fire damage and 153.85 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. This item has been sent to the Item's Vault. |
| On head | leafwalker's hardened leather cap of ire (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Con Changes resistances: +8% nature Physical save: +8 (+3 eff.) Spell save: +5 (+1 eff.) Mental save: +7 (+4 eff.) Maximum life: +52.00 Healing mod.: +14% It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
| Tool | Torikhad [power 374] (20/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +4.0% Physical power: +20 (+5 eff.) Armour: +4 Changes stats: +3 Cun / +7 Wil It can be used to create a shield absorbing up to 374 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +11.00 Maximum life: +56.00 Healing mod.: +10% Rings make your fingers look great! |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Fatigue: -6% Damage when hit (Melee): 4 fire Changes stats: +6 Cun / +7 Dex Changes resistances: +9% mind / +26% cold Changes resistances penetration: +10% fire Changes damage: +6% fire / +13% cold Maximum encumbrance: +30 Can be unequipped or rerolled. It can be used to 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 Activation costs 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? |
| Around neck | The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+1 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| Main armor | Masochism (0 def, 0 armour)Requires: - Level 35 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. The set is complete. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Changes resistances: +15% fire / +15% darkness / +5% all Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+5 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+2 eff.) Reduces all damage by 10% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 It can be used to activate talent Blood Grasp (costing 12 power out of 12/12) : Effective talent level: 6.0 Power cost: 12 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 225.15 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. This item has been sent to the Item's Vault. |
| Light source | dwarven lantern 'Rotbrand'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Effects on melee hit: * 20% chance to slow global speed by 57% Damage when hit (Melee): 6 nature Changes stats: +3 Mag / +4 Wil / +3 Con Changes resistances: +15% nature Changes resistances penetration: +11% all Critical mult.: +20.00% Maximum hate: +4.00 Mindpower: +10 (+4 eff.) Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| Cloak | Eilinoritta the cashmere cloak (11 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +11 (+3 eff.) Changes stats: +2 Dex / +4 Con Physical save: +7 (+3 eff.) Pinning immunity: +20% Life regen: +2.00 Only die when reaching: -20.00 life Maximum life: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | UrthuchakCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +4 (+1 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 29 Changes stats: +6 Con Changes resistances: +1% physical Physical save: +15 (+5 eff.) Spell save: +7 (+2 eff.) Size category: +1 A belt that goes around your waist. |
Inventory
insulating copper amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% fire / +10% cold Allows you to breathe in: water Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.quick voratun greatsword of erosion (62-100 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +17 nature When wielded/worn: Accuracy: +33 (+8 eff.) Changes stats: +6 Dex Combat speed: +10% Massive two-handed swords. |
Staff of AbsorptionRequires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 100% Mag Damage type: Arcane Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+5 eff.) Spellpower: +20 (+4 eff.) Spell crit. chance: +10% It can be used to absorb energies Activation costs 1000 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
66 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
sapper's dwarven-steel pickaxe (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +3 (+1 eff.) Changes stats: +2 Cun / +2 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent masteries: +0.30 Spell / Chill +0.30 Spell / Frost Spellpower: +10 (+2 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 381 cold damage (based on your Magic) Activation costs 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 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. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Alyssa the Mardrop Frost Invoker level 21
69th Haze 122nd year of Ascendancy at 13:59 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Alyssa the Mardrop Frost Invoker level 35
67th Dusk 123rd year of Ascendancy at 16:40 see stats
Anti-Antimagic! (Roguelike)
Destroyed the Ziguranth camp with your Rhaloren allies.By Alyssa the Mardrop Frost Invoker level 30
74th Pyre 123rd year of Ascendancy at 14:10 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Alyssa the Mardrop Frost Invoker level 15
51st Dusk 122nd year of Ascendancy at 14:12 see stats
Dragon's Greed (Roguelike)
Amassed 8000 gold pieces.By Alyssa the Mardrop Frost Invoker level 34
66th Dusk 123rd year of Ascendancy at 13:55 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Alyssa the Mardrop Frost Invoker level 18
27th Haze 122nd year of Ascendancy at 04:06 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Alyssa the Mardrop Frost Invoker level 30
30th Pyre 123rd year of Ascendancy at 14:06 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Alyssa the Mardrop Frost Invoker level 35
75th Dusk 123rd year of Ascendancy at 17:11 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Alyssa the Mardrop Frost Invoker level 21
69th Haze 122nd year of Ascendancy at 14:22 see stats
Is that how it feels to be an escort quest?! (Roguelike)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Alyssa the Mardrop Frost Invoker level 30
36th Pyre 123rd year of Ascendancy at 22:27 see stats
Level 10 (Roguelike)
Got a character to level 10.By Alyssa the Mardrop Frost Invoker level 10
1st Summertide 122nd year of Ascendancy at 14:39 see stats
Level 20 (Roguelike)
Got a character to level 20.By Alyssa the Mardrop Frost Invoker level 20
42nd Haze 122nd year of Ascendancy at 06:30 see stats
Level 30 (Roguelike)
Got a character to level 30.By Alyssa the Mardrop Frost Invoker level 30
25th Pyre 123rd year of Ascendancy at 04:40 see stats
Lost in translation (Roguelike)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Alyssa the Mardrop Frost Invoker level 8
9th Mirth 122nd year of Ascendancy at 09:30 see stats
Lucky Girl (Roguelike)
Saved Melinda again and invited her to the Fortress to cure her.By Alyssa the Mardrop Frost Invoker level 35
71st Dusk 123rd year of Ascendancy at 04:44 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Alyssa the Mardrop Frost Invoker level 29
60th Regrowth 123rd year of Ascendancy at 07:01 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Alyssa the Mardrop Frost Invoker level 29
26th Regrowth 123rd year of Ascendancy at 23:43 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Alyssa the Mardrop Frost Invoker level 28
26th Regrowth 123rd year of Ascendancy at 11:32 see stats
Tales of the Spellblaze (Roguelike)
Learned the eight chapters of the Spellblaze Chronicles.By Alyssa the Mardrop Frost Invoker level 21
69th Haze 122nd year of Ascendancy at 13:59 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Alyssa the Mardrop Frost Invoker level 10
2nd Flare 122nd year of Ascendancy at 16:48 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Alyssa the Mardrop Frost Invoker level 21
69th Haze 122nd year of Ascendancy at 13:59 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Alyssa the Mardrop Frost Invoker level 29
7th Pyre 123rd year of Ascendancy at 18:01 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Alyssa the Mardrop Frost Invoker level 20
65th Haze 122nd year of Ascendancy at 01:20 see stats
They Came From Outer Space! (Roguelike)
Discovered the true origin of dwarves and drems.By Alyssa the Mardrop Frost Invoker level 29
61st Regrowth 123rd year of Ascendancy at 16:09 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Alyssa the Mardrop Frost Invoker level 29
7th Pyre 123rd year of Ascendancy at 02:24 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Alyssa the Mardrop Frost Invoker level 25
9th Regrowth 123rd year of Ascendancy at 16:46 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Alyssa the Mardrop Frost Invoker level 19
37th Haze 122nd year of Ascendancy at 09:16 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Alyssa the Mardrop Frost Invoker level 34
67th Dusk 123rd year of Ascendancy at 05:04 see stats
Log
Greater Mummy Lord's winter area effect hits Alyssa for (11 to ice), 31 cold (31 total damage).
Something performs a melee critical strike against Alyssa!
Alyssa resists!
A Winter Storm forms around Alyssa.
Something performs a melee critical strike against Alyssa!
Something hits Alyssa for (14 to ice), 40 physical, (6 to ice), 16 lightning, (67 to ice), 191 physical, (5 to ice), 15 cold, (52 to ice), 147 physical, (5 to ice), 15 cold (423 total damage).
Melee retaliation hits Iceblock for 27 blight, 6 fire, 7 nature, 27 blight, 6 fire, 7 nature, 27 blight, 6 fire, 7 nature (113 total damage).
Greater Mummy Lord's winter area effect hits Alyssa for (11 to ice), 31 cold (31 total damage).
Alyssa resists!
Something hits Alyssa for (45 to ice), 128 cold (128 total damage).
Greater Mummy Lord's winter area effect hits Alyssa for (11 to ice), 31 cold (31 total damage).
Alyssa shrugs off the effect 'Congeal Time'!
Greater Mummy Lord's winter area effect hits Alyssa for (11 to ice), 31 cold (31 total damage).
Greater Mummy Lord's ice storm area effect hits Alyssa for (12 to ice), 35 cold (35 total damage).
Greater Mummy Lord's winter area effect hits Alyssa for (11 to ice), 31 cold (31 total damage).
Greater Mummy Lord uses Overpower.
Alyssa resists!
Alyssa forces the iceblock to shatter.
Greater Mummy Lord performs a melee critical strike against Alyssa!
Alyssa resists the knockback!
Greater Mummy Lord hits Alyssa for (30 to ice), 84 physical, (5 to ice), 15 cold, (14 to ice), 41 physical, (6 to ice), 16 lightning, (21 to ice), 61 physical, (6 to ice), 16 lightning (233 total damage).
Melee retaliation hits Iceblock for 27 blight, 7 nature, 27 blight, 6 fire, 7 nature, 27 blight, 6 fire, 7 nature (108 total damage).
Alyssa is free from the ice.
Greater Mummy Lord's ice storm area effect hits Alyssa for 47 cold damage.
Greater Mummy Lord's winter area effect hits Alyssa for 41 cold damage.






































