












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.0Donators/Buyers bonus! Ashes of Urh'Rok 1.6.0Official 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:
EquipDoll - Clean Item Names 1.6.0Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Better Item Description 1.6.0This 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 Improved Auto-explore and Rest 1.6.0Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Embers of Rage 1.6.0Official 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:
Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Forbidden Cults 1.6.0Official 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.
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Thalore |
| Class | Archer |
| Level / Exp | 18 / 3% |
| Size | medium |
| Lifes / Deaths | Killed by Miko at level 18 on the 21st Dusk 122nd year of Ascendancy at 17:02 / 1 |
Primary Stats
| Strength | 30 (base 24) |
| Dexterity | 60 (base 43) |
| Constitution | 24 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 25 (base 10) |
| Cunning | 46 (base 35) |
Resources
| Life | -168/459 |
| Stamina | 158/158 |
| Healing Factor | 1.1082474226804 |
| Regeneration | 25.950338219798 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 9 |
| See Stealth | 61.29092133843 |
| See Invisible | 61.29092133843 |
Offense: Mainhand
| Damage | 102 |
| Accuracy | 61 |
| Crit Chance | 28% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Light | +11% |
| Temporal | +3% |
| Darkness | +10% |
| Mind | +6% |
| Fire | +21% |
Offense: Damage Penetration
| Lightning | +10% |
| Physical | +15% |
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 54.52442471581 (83.222222222222%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 28 |
| Physical Save | 18 |
| Spell Save | 12 |
| Mental Save | 25 |
Defense: Resistances
| Blight | + 9%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 35%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 18%( 70%) |
| Light | + 13%( 70%) |
| Temporal | + 16%( 70%) |
| Physical | + 10%( 70%) |
| Darkness | + 48%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 20% |
| Poison Resistance | 10% |
| Knockback Resistance | 21% |
Inscriptions (3/3)
| 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Agility | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Technique / Marksmanship | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.50 |
| 1/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Intuitive Shots |
| detrimental effect | You are suffocating! Each turn you lose an ever increasing percent of your total life (currently 40%) Suffocating |
| beneficial effect | The target has 19 increased life regeneration. Recovery |
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 |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
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. | 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. | 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: * You've found the needed black mamba head. * You've found the needed sandworm tooth. * '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.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Smolderwell' (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Str dps ---------- Spell.pwr +3 (+3 eff.) Dmg.mod +3% fire ----- def ----- Armour +1 Resists +6% fire +12% cold Die.at -80.00 life A pair of boots made of leather. |
| Quiver | Wind Worn Shot (25/25, 39-46.8 power, 15 apr)3.0 T4 shot ammo [Unique] Nature Power 39.0 - 46.8 Physical Uses 70% Dex, 50% Cun Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
| Light source | Amoroddahad2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +6% mind Apr +1 ----- def ----- Defense +25 (+8 eff.) ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | bladed iron helm of trickery (0 def, 3 armour)3.0 T1 head armor [Ego++] Master While equipped: Stats +3 Str +2 Dex +2 Cun dps ---------- Apr +4 ----- def ----- Armour +3 Fatigue +5% Skullcracker: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 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 79.3 Physical damage. If the attack hits, the target is confused (42% 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 | stone warden's hardened leather gloves of dexterity (+3) (0 def, 8 armour)1.0 T2 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Dex +8 Con dps ---------- Acc +13 (+3 eff.) ----- def ----- Armour +8 Hardiness +6% Resists +6% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Getaromirek the ash totem of thorny skin [power 31] (12 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: ----- def ----- Defense +5 (+1 eff.) Resists +15% lightning +9% light +6% darkness Mind.save +6 (+3 eff.) Harden the skin for 7 turns increasing armour by 31 and armour hardiness by 40% Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring 'Erudur'0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +10% darkness Res.pen +15% physical ----- def ----- Armour +4 Resists +20% darkness +3% temporal Die.at -20.00 life Rings can have magical properties. |
| On fingers | treant's copper ring of luminosity0.1 T1 ring jewelry [Ego++] Arcane/Nature While equipped: Stats +2 Mag dps ---------- Melee+ 13 light Ranged+ 11 light Dmg.mod +11% light ----- def ----- Resists +6% nature +5% blight Poison- +10% Disease- +12% Rings can have magical properties. |
| Around neck | stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +21% Amulets can have magical properties. |
| In main hand | cured leather sling of enduring4.0 T2 sling 1H weapon [Ego+] Nature Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +6 Wil +5 Con ----- def ----- Max.HP +10.00 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Boltwither the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +6.0% Mind.crit +7% Dmg.mod +6% lightning +18% fire Res.pen +10% lightning Melee Ret 4 lightning ----- def ----- Resists +5% arcane A belt that goes around your waist. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 26.5-37.1 power, 60 block)7.0 T2 shield armor [Unique] Nature When used to Attack: Power 26.5 - 37.1 Physical Uses 150% Str Acc+ +2.5% proc dam (max 250%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | resilient linen cloak of battle (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+0 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -3% Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Artholerefast (3 def, 19 armour)14.0 T3 heavy armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Mind.crit +2% Dmg.mod +3% temporal Res.pen +15% temporal ----- def ----- Armour +19 Defense +3 (+1 eff.) Fatigue +12% ---------- misc Max.psi +10.00 A suit of armour made of mail. |
Inventory
copper ring of the mountain (+10%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% physical ----- def ----- Resists +10% physical Rings can have magical properties. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
acidic steel dagger of phasing (12-15.6 power, 12 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 12.0 - 15.6 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +12 Crit +5.0% Atk.spd 100% Phasing +11% On Crit: * Splash the target with acid dealing 17 damage over 5 turns and reducing armor and accuracy by 3 Sharp, short and deadly. |
steel dagger (14-18.2 power, 6 apr)1.0 T2 dagger 1H weapon [Normal] Power 14.0 - 18.2 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
flaming steel greatmaul of erosion (29-43.5 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane/Nature Power 29.0 - 43.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +7 nature On Hit.r1 +12 fire Massive two-handed mauls. |
thought-forged steel greatsword of rage (22-35.2 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Master/Psionic Power 22.0 - 35.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 mind On Hit: * 16% chance to reduce all saves and defense by 19 While equipped: Stats +5 Str +2 Cun +3 Wil dps ---------- Dmg.mod +7% physical Acc +10 (+2 eff.) Massive two-handed swords. |
ash longbow4.0 T2 longbow 2H weapon [Normal] Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 Longbows are used to shoot arrows at your foes. |
ash longbow of piercing4.0 T2 longbow 2H weapon [Ego+] Master Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: dps ---------- Res.pen +11% all Acc +11 (+2 eff.) Apr +11 Longbows are used to shoot arrows at your foes. |
balanced dwarven-steel longsword of dampening (24.5-34.3 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Disrupt/Master Power 24.5 - 34.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +6 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +9% acid +8% cold +11% fire +9% lightning +4% all Spell.save +5 (+5 eff.) Disarm- +20% Sharp, long, and deadly. |
manaburning steel longsword of enduring (15.5-21.7 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Nature/Disrupt Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 12 arcane resource burn While equipped: Stats +5 Wil +7 Con ----- def ----- Max.HP +21.00 Sharp, long, and deadly. |
creative thorny mindstar of clarity (9-9.9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Crit.mult +5.00% Mind.pwr +6 (+3 eff.) ----- def ----- Mind.save +4 (+2 eff.) ---------- misc Max.psi +12.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative vined mindstar of balance (4-4.4 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 4.0 - 4.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Mind.crit +2% Crit.mult +5.00% Mind.pwr +4 (+2 eff.) ----- def ----- Phys.save +3 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.70 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
ranger's cured leather sling4.0 T2 sling 1H weapon [Ego] Master Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +2 Dex Slings are used to hurl stones or metal shots at your foes. |
Silomina the Muckstriker (20-24 power, 4 apr, light element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +11.00% Spell.pwr +9 (+8 eff.) Dmg.mod +6% mind +9% nature +20% light Res.pen +5% mind On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +9% acid +6% nature ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Skystreak the yew vilestaff (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Phys.crit +2.0% Spell.crit +3% Crit.mult +15.00% Spell.pwr +9 (+8 eff.) Dmg.mod +20% darkness ----- def ----- Defense +7 (+2 eff.) Resists +9% lightning Phys.save +3 (+2 eff.) ---------- misc Light +4 See.Invis +6 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 2.0 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 49.58 light damage. Staves designed for wielders of magic, by the greats of the art. |
ash starstaff (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +15% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+8 eff.) Dmg.mod +20% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing steel waraxe of massacre (19-26.6 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 19.0 - 26.6 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage One-handed war axes. |
balanced steel waraxe of crippling (13-18.2 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Master Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Acc +6 (+1 eff.) ----- def ----- Defense +8 (+2 eff.) Disarm- +20% One-handed war axes. |
rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Spell.save +5 (+5 eff.) ---------- misc Size +1 A belt that goes around your waist. |
cashmere robe 'Glunor' (0 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: Stats +2 Str +1 Mag +3 Cun +3 Con dps ---------- Dmg.mod +18% lightning +12% mind ----- def ----- Resists +27% lightning +11% all Crit.dmg- 10.00% ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ravenstreaker the dwarven-steel helm (5 def, 12 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +4 Wil +3 Con dps ---------- Res.pen +10% darkness Apr +1 ----- def ----- Armour +12 Defense +5 (+1 eff.) Fatigue +4% Resists +6% blight +4% physical Mind.save +10 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Thunderpython (0 def, 4 armour)3.0 T3 head armor [Rare] Nature While equipped: Stats +5 Str +5 Wil dps ---------- Crit.mult +10.00% Phys.pwr +8 (+3 eff.) Melee Ret 4 lightning ----- def ----- Armour +4 Fatigue +4% Resists +12% acid +10% physical +6% nature +3% cold Phys.save +7 (+4 eff.) ---------- misc Psi/ret +0.16 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rejuvenating cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% HP.reg +2.70 ---------- misc Stam/turn +0.90 A suit of armour made of leather. |
cleansing steel plate armour of fire resistance (0 def, 9 armour)17.0 T2 massive armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +11% blight +15% fire +11% nature A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.5% proc dam (max 250%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
iron shield 'Samiyachik' (0 def, 19 armour, 9.5-11.4 power, 93 block)7.0 T1 shield armor [Rare] Master When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +2.5% Block +93 Melee+ +8 mind On Crit.r2 +12 mind While equipped: Stats +2 Wil ----- def ----- Armour +19 Fatigue +8% ---------- misc Max.psi +20.00 Talents +1 Block Handheld deflection devices. |
flaming quiver of elm arrows (19/19, 12-16.8 power, 5 apr)3.0 T1 arrow ammo [Ego] Arcane Power 12.0 - 16.8 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 19 On Hit.r1 +9 fire Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows (18/18, 21-29.4 power, 7 apr)3.0 T2 arrow ammo [Normal] Power 21.0 - 29.4 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 18 Arrows are used with bows to pierce your foes to death. |
6 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. |
153 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
crystalomancer's dwarven-steel pickaxe (dig speed 30 turns)3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str +2 Mag dps ---------- Spell.crit +5% ---------- misc Max.mana +26.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Ariwe1.0 T3 lite [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.pwr +30 (+10 eff.) Acc +10 (+2 eff.) ----- def ----- Defense +25 (+8 eff.) Resists +6% light Phys.save +7 (+4 eff.) Heal.mod +10% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 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 (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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. |
Frigidwind the pouch of iron shots (12/12, 12.5-15 power, 1 apr)3.0 T1 shot ammo [Rare] Psionic Power 12.5 - 15.0 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 12 Ranged+ +9 physical +16 cold On Crit.r2 +12 cold On Hit: * 20% chance to knock the target back 3 spaces and deal 104 physical damage Shots are used with slings to pummel your foes to death. |
Shadenail (17/17, 34-40.8 power, 3 apr)3.0 T3 shot ammo [Rare] Nature Power 34.0 - 40.8 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 17 Ranged+ +14 lightning +8 darkness +16 acid +4 mind On Crit.r2 +9 lightning On Hit: * 20% chance to reduce damage dealt by 16% Shots are used with slings to pummel your foes to death. |
pouch of steel shots (20/20, 22.5-27 power, 2 apr)3.0 T2 shot ammo [Normal] Power 22.5 - 27.0 Physical Uses 70% Dex, 50% Cun Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 20 Shots are used with slings to pummel your foes to death. |
overpowered elm totem of stinging [power 170] (12 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 170 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
supercharged yew totem of summon tentacle [power 265] (20 cooldown)2.0 T3 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 581 Base Damage: 295 Armor: 0 All Resist: 15 Puts all charms on 20 cooldown 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. |
8 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. |
5 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. |
6 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
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Miko the Thalore Archer level 14
8th Flare 122nd year of Ascendancy at 15:36 see stats
Level 10 (Roguelike)
Got a character to level 10.By Miko the Thalore Archer level 10
5th Mirth 122nd year of Ascendancy at 18:23 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Miko the Thalore Archer level 13
2nd Flare 122nd year of Ascendancy at 11:37 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Miko the Thalore Archer level 13
1st Flare 122nd year of Ascendancy at 03:29 see stats
Log
Unstable sand tunnel hits Miko for 200 physical damage.
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Miko is recovering from the damage!
Unstable sand tunnel hits Miko for (30 deflected), 82 physical (82 total damage).
Miko repels an attack from Gakira the green ooze.
Miko's Intuitive Shots hits Gakira the green ooze for 81 physical, 18 light (99 total damage).
Miko hits Gakira the green ooze for 22 physical, 21 light (43 total damage).
The unstable sand tunnel collapses!
Unstable sand tunnel hits Gakira the green ooze for 91 physical damage.
Miko hits Gakira the green ooze for 23 physical, 21 light (44 total damage).
Miko repels an attack from Gakira the green ooze.
Welcome to level 18 [Miko].
Miko has 8 stat point(s), 4 class talent point(s), 4 generic talent point(s) to spend. Press p to use them.
Miko's Intuitive Shots hits Gakira the green ooze for 78 physical damage.
Miko's Intuitive Shots hits Something for 23 lightning damage.
Miko's Intuitive Shots killed Gakira the green ooze!
Miko has finished recovering.
Miko starts suffocating to death!
Miko is suffocating.
Talent Vitality is ready to use.
Miko is recovering from the damage!
Saving game...










































































































