













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. Balanced Wanderer Trees 1.7.4This addon gives the class and generic trees equal weight, so trees like Survival are not extremely common. Player AIoo 1.7.4This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: Inferno Race Pack 1.7.0Adds a collection of my races. 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:
Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. 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:
Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other Items Vault 1.7.0Donators/Buyers bonus! Wanderer pick 1 in 3 talent choice (fork) 1.7.4Make wanderer now choose one in three random talent trees instead. This is a modified version of Starsapphire's "Wanderer 3 in 1"( https://te4.org/games/addons/tome/wanderer_3in1 ) with a few tweaks. Only the first choice is seeded, the other two are random. (no longer the case since v1.0.3) -1.0.1 : -1.0.2 : -1.0.3 : Less Proper Possession 1.7.0Assorted improvements to the Possessor class, forked by mannendake. Specifically, this fork only prevents in-combat healing and changes cannibalize to a similar "overcharge" talent that does not require bodies, so body management becomes a tactical rather than strategic decision. Class: Spellweaver 1.7.4Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Summoner rework 1.7.4Summoner rework! CHANGE LOG 1.1.8 1.1.7 1.1.6 1.1.5 1.1.4 1.1.3 1.1.0 -Innervate: Reset cooldown of summons' talent. -Blessing of Nature: Buff to surrounding summons. -Wasp Swarm: debilitating enemies & halving poison resistance -Force of Nature: Automatically refill dead summons. -Now detonation's cooldown scales with the talent level. -Fixed Dragon to crit properly on detonation 1.0.9 1.0.8 1.0.7 - Arrow rain now summons ivy right next to the enemies (ignore range) 1.0.6 - You can now move Dragons with Attack Order 1.0.5 - Minor bug fix 1.0.4 - Summoner and SummonerR merged. 1.0.3 - Changed few particles (for performance) ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Automatic Talent Gambits 1.7.4Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Krog |
| Class | Wyrmic |
| Level / Exp | 14 / 85% |
| Size | huge |
| Lifes / Deaths | Killed by Horned Horror at level 14 on the 31st Dusk 122nd year of Ascendancy at 03:09 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 33 (base 30) |
| Dexterity | 9 (base 10) |
| Constitution | 15 (base 11) |
| Magic | 8 (base 10) |
| Willpower | 45 (base 40) |
| Cunning | 12 (base 10) |
Resources
| Life | -120/506 |
| Stamina | 238/238 |
| Equilibrium | 103 |
| Healing Factor | 1.0460311219417 |
| Regeneration | 27.556204464906 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 29 |
| Crit Chance | 3% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 30 |
| Accuracy | 29 |
| Crit Chance | 4% |
| APR | 21 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +5% |
| Darkness | +13% |
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 23.032075630228 (45%) |
| Defense | 6 |
| Ranged Defense | 6 |
| Fatigue | 5 |
| Physical Save | 24 |
| Spell Save | 27 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Cold | + 69%( 70%) |
| Temporal | + 13%( 70%) |
| Darkness | + 16%( 70%) |
| Lightning | + 47%( 70%) |
| Fire | + 16%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Disarm Resistance | 24% |
| Stun Resistance | 20% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 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: 13 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 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Dragon's Breath | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Wild-gift / Ice Wyrm | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Acid Wyrm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Draconic Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Storm Wyrm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom Wyrm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire Wyrm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Draconic Body | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Sand Wyrm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Apex Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Icy Armor |
| talent | Psiblades |
| beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn. Regeneration |
| beneficial effect | You gain 20% resistance against lightning. Resolve |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target's ice armor is shattered, reducing their damage reduction by 5. Shattered Ice |
Quests
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 |
Equipment
| On feet | [vs. miner's pair of iron boots of tirelessness (0 def, 4 armour) (On feet)]miner's pair of iron boots of tirelessness (0 def, 4 armour) 3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 (-) Fatigue +2% (-) ---------- misc Stam/turn +0.40 (-) Max.stam +11.00 (-) Infravis +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. 80 alchemist agate (Quiver)]80 alchemist agate 0.0 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. |
| Around waist | [vs. Bleakripper the rough leather belt (Around waist)]Bleakripper the rough leather belt 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) (-) Melee+ 0(-10) item darkness numbing Dmg.mod +3%(-) darkness Melee Ret 2(-) acid On Hit (Melee): * 10% chance to reduce damage dealt by 23% ----- def ----- Resists +9%(-) acid Spell.save +6 (+3 eff.) (-) ---------- misc Size +1 (-) A belt that goes around your waist. |
| Light source | [vs. brass lantern (Light source)]brass lantern 2.0 T1 lite [Normal] While equipped: ---------- 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 | [vs. rough leather cap 'Barulathadir' (0 def, 1 armour) (On head)]rough leather cap 'Barulathadir' (0 def, 1 armour) 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Melee+ 0(-20) item manaburn arcane On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +1 (-) Fatigue +1% (-) Resists +6%(-) lightning +6%(-) temporal +6%(-) darkness Spell.save +3 (+2 eff.) (-) A cap made of leather. |
| On hands | [vs. Flamewrought (0 def, 2 armour) (On hands)]Flamewrought (0 def, 2 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2(-) Cun +3(-) Wil dps ---------- Mind.pwr +2 (+1 eff.) (-) Dmg.mod +5%(-) fire ----- def ----- Armour +2 (-) Resists +10%(-) fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 14/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 56.37 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | [vs. overpowered steel torque of psionic shield [power 81] (24/35 cooldown) (Tool)]overpowered steel torque of psionic shield [power 81] (24/35 cooldown) 2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 81 for 5 turns Puts all charms on 35 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | [vs. titan's copper ring (On fingers, 1 of 2)]titan's copper ring 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2(-) Con ----- def ----- Phys.save +4 (+2 eff.) (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. titan's copper ring (On fingers, 1 of 2)]mule's copper ring of tenacity 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +0(-2) Con ----- def ----- Fatigue -5% Phys.save +0 (+0 eff.) (-4 (-2 eff.)) Max.HP +22.00 Disarm- +24% Pinning- +20% Knockbk- +21% ---------- misc Max.enc +21 Rings make your fingers look great! Tap to cycle through comparison choices |
| Around neck | [vs. Withering Orbs (Around neck)]Withering Orbs 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) (-) Melee+ 5(-) mind Ranged+ 5(-) mind ---------- misc See.Stealth +10 (-) See.Invis +10 (-) Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | [vs. Duskhunter the mossy mindstar (75% power, 14 apr, nature damage) (In main hand, 1 of 4)]Duskhunter the mossy mindstar (75% power, 14 apr, nature damage) 3.0 T1 mindstar 1H weapon Reqs Wil 11 [Rare] Nature/Psionic Power 75% Range: 1.1x Uses 70% Wil, 42% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +14 (-) Crit +2.5% (-) Atk.spd 100% (-) While equipped: dps ---------- Mind.crit +1% (-) Mind.pwr +3 (+1 eff.) (-) Melee+ 4(-) mind 3(-) darkness 0(-20) item darkness numbing Dmg.mod +2%(-) mind +6%(-) darkness On Hit (Melee): * 20% chance to reduce damage dealt by 23% ----- def ----- Resists +3%(-) darkness ---------- misc Talents +1.00(-) Attune Mindstar 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. Tap to cycle through comparison choices |
| Socketed Gems | [vs. citrine (Socketed Gems)]citrine 0.0 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. |
| In off hand | [vs. Duskhunter the mossy mindstar (75% power, 14 apr, nature damage) (In main hand, 1 of 4)]horrifying vined mindstar of balance (85% power, 21 apr, nature damage) 3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Power 85% (+10%) Range: 1.1x (+0.0x) Uses 70% Wil, 42% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +21 (+7) Crit +3.0% (+0.5%) Atk.spd 100% (-) While equipped: dps ---------- Mind.crit +2% (+1%) Mind.pwr +6 (+2 eff.) (+3 (+1 eff.)) Melee+ 4(1) darkness 5(1) mind 0(-20) item darkness numbing Dmg.mod +3%(+1%) mind +4%(-2%) darkness ----- def ----- Resists +0%(-3%) darkness Phys.save +3 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.70 Talents +1.00(-) Attune Mindstar 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. Tap to cycle through comparison choices |
| Cloak | [vs. thick linen cloak (1 def, 5 armour) (Cloak)]thick linen cloak (1 def, 5 armour) 2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 (-) Defense +1 (+1 eff.) (-) Resists +12%(-) cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. rejuvenating cured leather armour of lightning resistance (6 def, 4 armour) (Main armor)]rejuvenating cured leather armour of lightning resistance (6 def, 4 armour) 9.0 T2 light armor Reqs Str 14 [Ego] Nature/Master While equipped: ----- def ----- Armour +4 (-) Defense +6 (+6 eff.) (-) Fatigue +7% (-) Resists +17%(-) lightning HP.reg +2.00 (-) ---------- misc Stam/turn +0.70 (-) A suit of armour made of leather. |
Inventory
[vs. Withering Orbs (Around neck)]stabilizing copper amulet 0.1 T1 amulet jewelry [Ego] Nature While equipped: dps ---------- Mind.pwr +0 (+0 eff.) (-5 (-2 eff.)) Melee+ 0(-5) mind Ranged+ 0(-5) mind ----- def ----- Resists +11% temporal Pinning- +20% Knockbk- +22% ---------- misc See.Stealth +0 (-10) See.Invis +0 (-10) Amulets make your neck look great! |
[vs. titan's copper ring (On fingers, 1 of 2)]steel ring of fire (+20%) 0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +0(-2) Con dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Phys.save +0 (+0 eff.) (-4 (-2 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. thick linen cloak (1 def, 5 armour) (Cloak)]resilient linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Armour +0 (-5) Defense +1 (+1 eff.) (-) Resists +0%(-12%) cold Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. rough leather cap 'Barulathadir' (0 def, 1 armour) (On head)]Dawntreason the rough leather cap (0 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +1 Cun +7 Con dps ---------- Mind.crit +2% Melee+ 0(-20) item manaburn arcane ----- def ----- Armour +1 (-) Fatigue +1% (-) Resists +0%(-6%) lightning +0%(-6%) temporal +0%(-6%) darkness Spell.save +0 (+0 eff.) (-3 (-2 eff.)) Mind.save +3 (+1 eff.) ---------- misc Light +1 A cap made of leather. |
[vs. rough leather cap 'Barulathadir' (0 def, 1 armour) (On head)]stabilizing iron helm of strength (+3) (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str dps ---------- Melee+ 0(-20) item manaburn arcane ----- def ----- Armour +3 (+2) Fatigue +5% (+4%) Resists +0%(-6%) lightning +0%(-6%) temporal +0%(-6%) darkness Phys.save +11 (+6 eff.) Spell.save +0 (+0 eff.) (-3 (-2 eff.)) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. citrine (Socketed Gems)]4 agate 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Light +0 (-4) Infravis +0 (-4) Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Light +0 (-4) Infravis +0 (-4) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
[vs. citrine (Socketed Gems)]6 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Light +0 (-4) Infravis +0 (-4) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Light +0 (-4) Infravis +0 (-4) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
[vs. citrine (Socketed Gems)]4 ametrine 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Light +0 (-4) Infravis +0 (-4) Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Light +0 (-4) Infravis +0 (-4) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
[vs. citrine (Socketed Gems)]10 citrine 0.0 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. |
[vs. citrine (Socketed Gems)]3 zircon 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Light +0 (-4) Infravis +0 (-4) Item imbue powers: Armour +1 Resists +1% all Light +0 (-4) Infravis +0 (-4) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
[vs. citrine (Socketed Gems)]aquamarine 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Light +0 (-4) Infravis +0 (-4) Item imbue powers: Armour +2 Resists +2% all Light +0 (-4) Infravis +0 (-4) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
[vs. citrine (Socketed Gems)]3 opal 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Light +0 (-4) Infravis +0 (-4) Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Light +0 (-4) Infravis +0 (-4) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
[vs. citrine (Socketed Gems)]3 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Light +0 (-4) Infravis +0 (-4) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Light +0 (-4) Infravis +0 (-4) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
[vs. citrine (Socketed Gems)]Crystal Focus 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight Light +0 (-4) Infravis +0 (-4) (The created item can be activated to recover the Focus.) Item imbue powers: Light +0 (-4) Infravis +0 (-4) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
[vs. overpowered steel torque of psionic shield [power 81] (24/35 cooldown) (Tool)]Maninarildir the Glaresting (dig speed 38 turns) 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +4 Dex +1 Cun +2 Con dps ---------- Dmg.mod +5% nature Res.pen +5% light ----- def ----- Resists +10% nature Crit.chn- 10.00% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. overpowered steel torque of psionic shield [power 81] (24/35 cooldown) (Tool)]Tooth of the Mouth (dig speed 12 turns) 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
[vs. overpowered steel torque of psionic shield [power 81] (24/35 cooldown) (Tool)]iron pickaxe (dig speed 40 turns) 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. overpowered steel torque of psionic shield [power 81] (24/35 cooldown) (Tool)]iron pickaxe of endurance (dig speed 36 turns) 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. overpowered steel torque of psionic shield [power 81] (24/35 cooldown) (Tool)]Prox's Lucky Halfling Foot 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 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. |
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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
[vs. overpowered steel torque of psionic shield [power 81] (24/35 cooldown) (Tool)]iron torque of gale force [power 100] (24/15 cooldown) 2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
[vs. overpowered steel torque of psionic shield [power 81] (24/35 cooldown) (Tool)]elm totem of healing [power 110] (24/15 cooldown) 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Antimagic! (Roguelike)
Completed antimagic training in the Ziguranth camp.By Eniae the Krog Wyrmic level 14
23rd Dusk 122nd year of Ascendancy at 23:05 see stats
Level 10 (Roguelike)
Got a character to level 10.By Eniae the Krog Wyrmic level 10
3rd Summertide 122nd year of Ascendancy at 04:15 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Eniae the Krog Wyrmic level 5
79th Pyre 122nd year of Ascendancy at 07:11 see stats
Log
Horned Horror hits Eniae for (13 flat reduction), 95 physical, (13 flat reduction), 1 lightning (96 total damage).
PAI_STATE_FIGHT
Eniae uses Nature's Touch.
Horned Horror receives 229 healing from Eniae.
Rattlesnake slows down.
Rattlesnake is encased in ice!
Eniae's slowing ice area effect hits Rattlesnake for 26 cold damage.
Eniae's slowing ice area effect hits Horned Horror for (21 flat reduction), 1 cold (1 total damage).
Talent Antimagic Zone is ready to use.
PAI_STATE_FIGHT
You fail to use Antimagic Zone due to your equilibrium!
Horned Horror throws two quick punches.
Horned Horror casts Chain Lightning.
Melee retaliation hits Horned Horror for (2 flat reduction), 0 acid, (18 flat reduction), 0 cold, (2 flat reduction), 0 acid, (18 flat reduction), 0 cold (0 total damage).
Horned Horror hits Eniae for (13 flat reduction), 104 physical, (12 flat reduction), 0 lightning, (13 flat reduction), 48 lightning, (13 flat reduction), 78 physical, (12 flat reduction), 0 lightning (230 total damage).
Rattlesnake resists!
Eniae's slowing ice area effect hits Rattlesnake for (5 to ice), 21 cold (21 total damage).
Eniae's slowing ice area effect hits Horned Horror for (21 flat reduction), 1 cold (1 total damage).
Talent Wing Buffet is ready to use.
Talent Elemental Spray is ready to use.
Rattlesnake is free from the ice.
Horned Horror speeds up.
AI cancelled for low health
Eniae uses Infusion: Regeneration.
Eniae starts regenerating health quickly.
Horned Horror throws a finishing uppercut.
Eniae's ice armor cracks.



































































