











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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. 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:
Improved Enemy UI 1.7.41. improve the default shockbolt of enemy, making them brighter and easier to find. Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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.
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 10 / 38% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 17 (base 17) |
| Dexterity | 34 (base 34) |
| Constitution | 18 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 24 (base 10) |
| Cunning | 18 (base 18) |
Resources
| Life | 432/432 |
| Psi | 110/114 |
| Stamina | 91/143 |
| Equilibrium | 0 |
| Healing Factor | 1.0711363549267 |
| Regeneration | 5.6234658633652 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 6 |
| Infravision | 6 |
| See Stealth | 25.155423598945 |
| See Invisible | 25.155423598945 |
Offense: Mainhand
| Damage | 37 |
| Accuracy | 33 |
| Crit Chance | 3% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +14% |
| Acid | +9% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Acid | +15% |
Defense: Base
| Armour (hardiness) | 10 (38.594633868923%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 0 |
| Physical Save | 12 |
| Spell Save | 11 |
| Mental Save | 28 |
Defense: Resistances
| Blight | + 6%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 3%( 70%) |
| All | 0%( 70%) |
| Darkness | + 8%( 70%) |
| Physical | + 1%( 70%) |
| Mind | + 6%( 70%) |
| Fire | + 3%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 32% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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 75 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 465% 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 / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Intuitive Shots |
| talent | Concealment |
| beneficial effect | The target is concealed, increasing sight and attack range by 1 and chance to avoid damage by 21%. Concealment |
Quests
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 injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | 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. | active |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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 giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | [vs. pair of iron boots 'Erelador' (0 def, 5 armour) (On feet)]pair of iron boots 'Erelador' (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 (-) Fatigue: +2% (-) Changes resistances: +6%(-) darkness / +1%(-) physical Blindness immunity: +10% (-) Only die when reaching: -60.00 life (-) Infravision radius: +1 (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | [vs. quiver of elm arrows 'Greensweeper' (24/24, 12-17 power, 5 apr) (Quiver)]quiver of elm arrows 'Greensweeper' (24/24, 12-17 power, 5 apr) Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 12.5 - 17.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-) Crit. chance: +1.0% (-) Capacity: 24 (-) On weapon hit: * 10% chance to slow global speed by 41% Damage (Ranged): +17(-) nature Damage (radius 1) on hit: +4(-) nature Arrows are used with bows to pierce your foes to death. |
| On hands | [vs. iron gauntlets 'Grinudolach' (0 def, 1 armour) (On hands)]iron gauntlets 'Grinudolach' (0 def, 1 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Effects on melee hit: * 20% chance to slow global speed by 41% Damage (Melee): 0(-20) item nature slow Changes resistances: +3%(-) darkness / +3%(-) cold Life regen: +2.00 (-) Stamina each turn: +0.50 (-) Maximum stamina: +11.00 (-) 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. |
| On head | [vs. Jettaint (1 def, 0 armour) (On head)]Jettaint (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +3 (-) Defense: +1 (+1 eff.) (-) Damage when hit (Melee): 2(-) darkness Changes resistances: +16%(-) nature Changes damage: +11%(-) nature Critical mult.: +5.00% (-) Stamina each turn: +1.00 (-) A pointy cloth hat, very wizardly... |
| Tool | [vs. cleansing steel torque of psionic shield [power 43] (25 cooldown) (Tool)]cleansing steel torque of psionic shield [power 43] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 43 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | [vs. Mireserpent (On fingers)]Mireserpent Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) (-) Fatigue: -4% (-) Changes stats: +3(-) Wil Changes damage: +3%(-) nature / +3%(-) mind Maximum encumbrance: +21 (-) Mental save: +6 (+3 eff.) (-) Rings make your fingers look great! |
| Around waist | [vs. Emeluratha the rough leather belt (Around waist)]Emeluratha the rough leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5%(-) arcane / +3%(-) fire Changes resistances penetration: +15%(-) acid Changes damage: +6%(-) acid Maximum life: +34.00 (-) A belt that goes around your waist. |
| Main armor | [vs. Aromiwe (3 def, 2 armour) (Main armor)]Aromiwe (3 def, 2 armour) Requires: - Strength 10 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +3 (+2 eff.) (-) Fatigue: +6% (-) Effects on melee hit: * 20% chance to reduce armor by 15% Damage (Melee): 0(-20) item acid corrode Changes resistances: +6%(-) mind / +6%(-) blight Changes damage: +3%(-) acid Mental save: +11 (+5 eff.) (-) A suit of armour made of leather. |
| In main hand | [vs. Salenne the Hellspulverizer =8 con= (In main hand)]Salenne the Hellspulverizer =8 con= Requires: - Dexterity 11 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% (-) Firing range: +6 (-) Damage (radius 1) on hit: +8(-) fire When wielded/worn: Armour: +2 (-) Changes stats: +8(-) Con / +9(-) Wil Reduces incoming crit damage: 5.00% (-) Maximum life: +100.00 (-) Longbows are used to shoot arrows at your foes. |
| Cloak | [vs. regal linen cloak (1 def, 0 armour) (Cloak)]regal linen cloak (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +2(-) Wil Mental save: +6 (+3 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | [vs. watchleader's brass lantern of health (Light source)]watchleader's brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Blindness immunity: +22% (-) Confusion immunity: +10% (-) Maximum life: +44.00 (-) Light radius: +6 (-) See stealth: +5 (-) See invisible: +5 (-) It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 8 turns. The radius will increase with your Cunning. 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. |
Inventory
Prismatic Rune (6 turns; physical, light, blight, fire, mind, arcane)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 5 light, 4 blight, 3 fire, 4 mind, 4 arcane It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 39; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 39 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. Salenne the Hellspulverizer =8 con= (In main hand)]Unerring Scalpel (15-19 power, 25 apr) Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5(+15.0 - +19.5) Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% (-) Firing range: +0 (-6) Damage Shield penetration (this weapon only): +50% Damage (radius 1) on hit: +0(-8) fire When wielded/worn: Accuracy: +20 (+9 eff.) Armour: +0 (-2) Changes stats: +0(-8) Con / +0(-9) Wil Reduces incoming crit damage: 0.00% (-5.00%) Maximum life: +0.00 (-100.00) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
[vs. Salenne the Hellspulverizer =8 con= (In main hand)]This item will automatically be transmogrified when you leave the level. balanced steel dagger of massacre (19-25 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 19.5 - 25.4(+19.5 - +25.4) Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% (-) Firing range: +0 (-6) Damage (radius 1) on hit: +0(-8) fire When wielded/worn: Accuracy: +5 (+3 eff.) Armour: +0 (-2) Defense: +6 (+3 eff.) Changes stats: +0(-8) Con / +0(-9) Wil Reduces incoming crit damage: 0.00% (-5.00%) Disarm immunity: +24% Maximum life: +0.00 (-100.00) Sharp, short and deadly. |
[vs. Salenne the Hellspulverizer =8 con= (In main hand)]This item will automatically be transmogrified when you leave the level. iron dagger of erosion (9-11 power, 5 apr) Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7(+9.0 - +11.7) Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% (-) Firing range: +0 (-6) Damage (Melee): +5 nature Damage (radius 1) on hit: +0(-8) fire When wielded/worn: Armour: +0 (-2) Changes stats: +0(-8) Con / +0(-9) Wil Reduces incoming crit damage: 0.00% (-5.00%) Maximum life: +0.00 (-100.00) Sharp, short and deadly. |
[vs. Salenne the Hellspulverizer =8 con= (In main hand)]This item will automatically be transmogrified when you leave the level. flaming iron greatmaul (16-24 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 16.0 - 24.0(+16.0 - +24.0) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% (-) Firing range: +0 (-6) Damage (radius 1) on hit: +9(+1) fire When wielded/worn: Armour: +0 (-2) Changes stats: +0(-8) Con / +0(-9) Wil Reduces incoming crit damage: 0.00% (-5.00%) Maximum life: +0.00 (-100.00) Massive two-handed mauls. |
[vs. Salenne the Hellspulverizer =8 con= (In main hand)]This item will automatically be transmogrified when you leave the level. iron longsword of the mystic (11-15 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4(+11.0 - +15.4) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% (-) Firing range: +0 (-6) Damage (radius 1) on hit: +0(-8) fire When wielded/worn: Armour: +0 (-2) Changes stats: +2 Mag / +1(-8) Wil / +0(-8) Con Reduces incoming crit damage: 0.00% (-5.00%) Maximum life: +0.00 (-100.00) Spellpower: +5 (+5 eff.) Sharp, long, and deadly. |
[vs. Salenne the Hellspulverizer =8 con= (In main hand)]This item will automatically be transmogrified when you leave the level. horrifying mossy mindstar of resolve (2-2 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8(+2.5 - +2.8) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% (-) Firing range: +0 (-6) Damage (radius 1) on hit: +0(-8) fire When wielded/worn: Armour: +0 (-2) Damage (Melee): 4 mind / 3 darkness Changes stats: +0(-8) Con / +2(-7) Wil Changes damage: +3% mind / +2% darkness Talent granted: +1 Attune Mindstar Reduces incoming crit damage: 0.00% (-5.00%) Spell save: +3 (+3 eff.) Maximum life: +0.00 (-100.00) Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
[vs. Salenne the Hellspulverizer =8 con= (In main hand)]This item will automatically be transmogrified when you leave the level. horrifying vined mindstar of resolve (5-5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5(+5.0 - +5.5) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% (-) Firing range: +0 (-6) Damage (radius 1) on hit: +0(-8) fire When wielded/worn: Armour: +0 (-2) Damage (Melee): 4 mind / 5 darkness Changes stats: +0(-8) Con / +3(-6) Wil Changes damage: +3% mind / +2% darkness Talent granted: +1 Attune Mindstar Reduces incoming crit damage: 0.00% (-5.00%) Spell save: +4 (+4 eff.) Maximum life: +0.00 (-100.00) Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. |
[vs. Salenne the Hellspulverizer =8 con= (In main hand)]This item will automatically be transmogrified when you leave the level. Blizzardresolve (12-14 power, 2 apr, physical element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 12.0 - 14.4(+12.0 - +14.4) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% (-) Firing range: +0 (-6) Damage (radius 1) on hit: +0(-8) fire When wielded/worn: Armour: +0 (-2) Damage when hit (Melee): 8 acid / 4 cold Changes stats: +0(-8) Con / +0(-9) Wil Changes resistances: +3% fire Changes resistances penetration: +5% acid / +5% cold Changes damage: +3% acid / +12% physical Talent granted: +1 Command Staff Reduces incoming crit damage: 0.00% (-5.00%) Maximum life: +0.00 (-100.00) Spellpower: +6 (+6 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
[vs. Salenne the Hellspulverizer =8 con= (In main hand)]This item will automatically be transmogrified when you leave the level. Harolathamnir the elm magestaff (10-12 power, 2 apr, arcane element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(+10.0 - +12.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% (-) Firing range: +0 (-6) Damage (radius 1) on hit: +0(-8) fire When wielded/worn: Armour: +0 (-2) Changes stats: +1 Dex / +0(-9) Wil / +3(-5) Con Changes resistances: +9% fire / +3% mind / +6% light Changes damage: +10% arcane Talent granted: +1 Command Staff Reduces incoming crit damage: 0.00% (-5.00%) Spell save: +6 (+6 eff.) Life regen: +0.60 Maximum life: +0.00 (-100.00) Spellpower: +7 (+7 eff.) Spell crit. chance: +1% See invisible: +3 Healing mod.: +12% Staves designed for wielders of magic, by the greats of the art. |
[vs. Salenne the Hellspulverizer =8 con= (In main hand)]Drildir the Mucuswrest (11-15 power, 2 apr) =2 cun= Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4(+11.0 - +15.4) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% (-) Firing range: +0 (-6) On weapon hit: * 10% chance to slow global speed by 41% * 10% chance to reduce all saves and defense by 15 Damage (Melee): +5 mind Damage (radius 1) on hit: +0(-8) fire When wielded/worn: Armour: +0 (-2) Changes stats: +2(-7) Wil / +2 Cun / +0(-8) Con Changes resistances: +3% darkness Changes resistances penetration: +5% nature Changes damage: +6% darkness Reduces incoming crit damage: 0.00% (-5.00%) Maximum life: +0.00 (-100.00) One-handed war axes. |
[vs. Salenne the Hellspulverizer =8 con= (In main hand)]This item will automatically be transmogrified when you leave the level. Eilinunn the Flashguile (18-25 power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 18.5 - 25.9(+18.5 - +25.9) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% (-) Firing range: +0 (-6) On weapon hit: * 10% chance to reduce all saves and defense by 15 On weapon crit: + Wound the target dealing 132 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +0(-8) fire When wielded/worn: Physical crit. chance: +6.0% Physical power: +7 (+4 eff.) Armour: +0 (-2) Changes stats: +7(-1) Con / +5(-4) Wil Changes resistances: +9% lightning Changes resistances penetration: +5% lightning Reduces incoming crit damage: 0.00% (-5.00%) Maximum life: +27.00 (-73.00) One-handed war axes. |
[vs. Aromiwe (3 def, 2 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. mindwoven linen robe of the mind (+13%) (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-3 (-2 eff.)) Fatigue: +0% (-6%) Damage (Melee): 0(-20) item acid corrode Changes resistances: +0%(-6%) blight / +13%(+7%) mind / +7% all Changes damage: +13% mind / +0%(-3%) acid Mental save: +16 (+8 eff.) (+5 (+3 eff.)) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. iron gauntlets 'Grinudolach' (0 def, 1 armour) (On hands)]blighted hardened leather gloves of magic (+3) (0 def, 2 armour) =3 mag= Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (+1) Fatigue: +0% (-1%) Damage (Melee): 5 blight / 0(-20) item nature slow Changes stats: +3 Mag Changes resistances: +6% blight / +0%(-3%) cold / +0%(-3%) darkness Changes damage: +3% arcane / +6% blight Life regen: +0.00 (-2.00) Stamina each turn: +0.00 (-0.50) Maximum stamina: +0.00 (-11.00) 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. |
[vs. Jettaint (1 def, 0 armour) (On head)]This item will automatically be transmogrified when you leave the level. grounding iron helm of strength (+3) (0 def, 3 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +0 (-3) Armour: +3 Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +5% Damage when hit (Melee): 0(-2) darkness Changes stats: +3 Str Changes resistances: +5% lightning / +5% temporal / +0%(-16%) nature Changes damage: +0%(-11%) nature Critical mult.: +0.00% (-5.00%) Stamina each turn: +0.00 (-1.00) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Jettaint (1 def, 0 armour) (On head)]rough leather cap 'Neralrawe' (5 def, 1 armour) =3 con= Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +0 (-3) Armour: +1 Defense: +5 (+3 eff.) (+4 (+2 eff.)) Fatigue: +1% Damage when hit (Melee): 0(-2) darkness Changes stats: +3 Con Changes resistances: +0%(-16%) nature / +1% physical Changes damage: +0%(-11%) nature Critical mult.: +0.00% (-5.00%) Reduces incoming crit damage: 10.00% Silence immunity: +20% Stamina each turn: +0.00 (-1.00) A cap made of leather. |
[vs. Aromiwe (3 def, 2 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. cleansing cured leather armour (6 def, 4 armour) Requires: - Strength 14 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (+2) Defense: +6 (+3 eff.) (+3 (+1 eff.)) Fatigue: +7% (+1%) Damage (Melee): 0(-20) item acid corrode Changes resistances: +11%(+5%) blight / +11% nature / +0%(-6%) mind Changes damage: +0%(-3%) acid Mental save: +0 (+0 eff.) (-11 (-5 eff.)) A suit of armour made of leather. |
[vs. Aromiwe (3 def, 2 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. impenetrable iron plate armour (0 def, 13 armour) Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +13 (+11) Defense: +0 (+0 eff.) (-3 (-2 eff.)) Fatigue: +22% (+16%) Damage (Melee): 0(-20) item acid corrode Changes resistances: +0%(-6%) mind / +0%(-6%) blight Changes damage: +0%(-3%) acid Mental save: +0 (+0 eff.) (-11 (-5 eff.)) A suit of armour made of metal plates. |
[vs. cleansing steel torque of psionic shield [power 43] (25 cooldown) (Tool)]sapper's iron pickaxe (dig speed 30 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +1 Str / +2 Cun Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. cleansing steel torque of psionic shield [power 43] (25 cooldown) (Tool)]woodsman's iron pickaxe (dig speed 40 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. watchleader's brass lantern of health (Light source)]Morningrigor Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Cun / +4 Wil Changes damage: +3% light Mental save: +3 (+2 eff.) Blindness immunity: +0% (-22%) Confusion immunity: +0% (-10%) Maximum life: +0.00 (-44.00) Mental crit. chance: +1% Light radius: +5 (-1) See stealth: +0 (-5) See invisible: +0 (-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. |
[vs. watchleader's brass lantern of health (Light source)]nightwalker's brass lantern Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+3 eff.) Changes stats: +3 Wil Critical mult.: +10.00% Blindness immunity: +0% (-22%) Confusion immunity: +0% (-10%) Maximum life: +0.00 (-44.00) Light radius: +3 (-3) See stealth: +0 (-5) See invisible: +0 (-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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Paris the Cornac Archer level 10
2nd Flare 122nd year of Ascendancy at 22:51 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Paris the Cornac Archer level 10
2nd Flare 122nd year of Ascendancy at 22:50 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Paris the Cornac Archer level 9
6th Mirth 122nd year of Ascendancy at 21:29 see stats
Log
You pickup 0.65 gold pieces.
Paris picks up (j.): impenetrable iron plate armour (0 def, 13 armour).
Paris picks up (e.): iron longsword of the mystic (11-15 power, 2 apr).
Paris picks up (i.): Eilinunn the Flashguile (18-25 power, 3 apr).
Paris picks up (d.): balanced steel dagger of massacre (19-25 power, 6 apr).
Paris picks up (e.): iron dagger of erosion (9-11 power, 5 apr).
Paris picks up (l.): mindwoven linen robe of the mind (+13%) (0 def, 0 armour).
Paris picks up (n.): grounding iron helm of strength (+3) (0 def, 3 armour).
Paris picks up (p.): cleansing cured leather armour (6 def, 4 armour).
Paris picks up (h.): horrifying mossy mindstar of resolve (2-2 power, 12 apr, nature damage).
Paris picks up (i.): horrifying vined mindstar of resolve (5-5 power, 18 apr, mind damage).
Talent Pin Down is ready to use.
Paris activates Concealment.
Talent Sentinel is ready to use.
Talent Telekinetic Leap is ready to use.
There is an exit to the worldmap here (press '' or right click to use).
Talent Called Shots is ready to use.
Ran for 6 turns (stop reason: terrain change on left side).
Ran for 3 turns (stop reason: terrain change on right side).
Ran for 2 turns (stop reason: terrain change on right side).
Ran for 3 turns (stop reason: terrain change on left side).
















































































