













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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. No AutoTalent on Movement 1.5.10Disable auto-use of talents when player is under some effects so that these effects won't be accidentally broken. Currently these effects include: if you want some other effects included please let me know by responding to the forum post. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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:
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: 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 Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: 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 Nekarcos's Quality of Life 07: Visible Size Categories (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 20 / 32% |
| Size | medium |
| Lifes / Deaths | Killed by Isilrann the sick poison ivy at level 14 on the 10th Mirth 122nd year of Ascendancy at 15:43 4 / 1 |
Primary Stats
| Strength | 12 (base 11) |
| Dexterity | 50 (base 42) |
| Constitution | 22 (base 10) |
| Magic | 24 (base 22) |
| Willpower | 14 (base 10) |
| Cunning | 46 (base 34) |
Resources
| Life | 693/693 |
| Stamina | 127/127 |
| Healing Factor | 1.2124166372473 |
| Regeneration | 13.639687169032 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +9.9999999999999% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -995 |
| Infravision | 7 |
| See Stealth | 36.323645669319 |
| See Invisible | 36.323645669319 |
| Stealth | 32 |
Offense: Mainhand
| Damage | 54 |
| Accuracy | 38 |
| Crit Chance | 23% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 36 |
| Accuracy | 38 |
| Crit Chance | 23% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +15% |
| Acid | +26% |
| Light | +3% |
| Temporal | +4% |
| Mind | +15% |
| Arcane | +18% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Light | +10% |
| Fire | +10% |
| Physical | +25% |
| Cold | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 32 (68.594633868923%) |
| Defense | 57 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 22 |
| Mental Save | 21 |
Defense: Resistances
| Acid | + 31%( 70%) |
| Blight | + 16%( 70%) |
| Arcane | + 20%( 70%) |
| Cold | + 26%( 70%) |
| All | + 11%( 70%) |
| Lightning | + 14%( 70%) |
| Light | + 16%( 70%) |
| Temporal | + 19%( 70%) |
| Mind | + 19%( 70%) |
| Darkness | + 24%( 70%) |
| Fire | + 24%( 70%) |
| Nature | + 51%( 70%) |
Defense: Immunities
| Pinning Resistance | 33% |
| Instadeath Resistance | 100% |
| Silence Resistance | 30% |
| Disarm Resistance | 64% |
| Poison Resistance | 20% |
| Knockback Resistance | 25% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 611% 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 136 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Artifice | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Duelist | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 4/5 |
| Cunning / Poisons | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Quickdraw |
| talent | Apply Poison |
| talent | Stealth |
| talent | Numbing Poison |
| talent | Crippling Poison |
| beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 88 - 123 Accuracy: 52 (knife) APR: 16 Crit Chance: +40% Crit mult: 185% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | Parrying melee and ranged attacks: Has a 44% chance to deflect up to 15 damage from the next 2.5 attack(s). Parried attacks cannot crit. Parrying |
Quests
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 Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 |
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 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 | Sunshear (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% fire ----- def ----- Armour +4 Fatigue +3% Resists +6% acid +6% light +5% arcane +5% cold +9% nature +15% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Fulorim the Mucuspeal (15/15, 16-20 power, 1 apr)3.0 T1 shot ammo [Rare] Nature Power 16.5 - 19.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 15 Proj.spd +200% Ranged+ +4 nature On Hit.r1 +4 fire On Crit.r2 +12 lightning On Hit: * 20% chance to slow global speed by 46% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 110 physical damage Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern 'Anygorn'2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +3% mind +6% cold Die.at -20.00 life Max.HP +45.00 Silence- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- 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 | linen wizard hat 'Gloompanic' (1 def, 2 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid Res.pen +25% physical +10% fire ----- def ----- Armour +2 Defense +1 (+0 eff.) Resists +16% acid +3% darkness Phys.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
| On hands | rough leather gloves 'Korusta' (0 def, 3 armour)1.0 T1 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 6 temporal Ranged+ 7 temporal Dmg.mod +4% temporal ----- def ----- Armour +3 Resists +9% temporal Crit.chn- 10.00% Max.HP +80.00 Poison- +20% Def/telep +5 Res/telep +5% Dur/telep +5% Unarmed combat: Power 8.0 - 8.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit: * 6% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Shineblight the ash totem of healing [power 176] (13 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% light Res.pen +10% light ----- def ----- Resists +3% cold ---------- misc Light +1 Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 13 cooldown 100% to increase all damage by 10% for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Glaciergrit the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +18% arcane Res.pen +25% cold ----- def ----- Resists +5% arcane Max.HP +47.00 HP.reg +8.00 Heal.mod +11% Rings make your fingers look great! |
| On fingers | titan's copper ring of tenacity0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Max.HP +21.00 Disarm- +24% Pinning- +23% Knockbk- +25% Rings make your fingers look great! |
| Around neck | steel amulet 'Freezegash'0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Dex +2 Mag +3 Cun +4 Con dps ---------- S.pwr/crit +2 Mov.spd +10% ----- def ----- Fatigue -10% Resists +3% darkness +3% cold Die.at -40.00 life HP.reg +3.00 Silence- +10% ---------- misc Stam/turn +0.40 Mana/turn +0.13 Max.mana +20.00 Amulets make your neck look great! |
| In main hand | Nigen (11-14 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 11.0 - 14.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit.r2 +4 physical While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Phys.save +6 (+3 eff.) Disarm- +20% Sharp, short and deadly. |
| Around waist | rough leather belt 'Muckwitch'1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +6 Lck ----- def ----- Resists +3% mind +9% darkness +6% nature Stealth +6 Max.HP +40.00 Pinning- +10% ---------- misc T.Disarm +6 Infravis +4 A belt that goes around your waist. |
| In off hand | iron dagger 'Rhezilakalthogund' (9-12 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 9.0 - 11.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: Stats +1 Str dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +8 Defense +6 (+2 eff.) Resists +3% blight Phys.save +3 (+2 eff.) Disarm- +20% ---------- misc Light +1 Sharp, short and deadly. |
| Cloak | Polyrin (16 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+6 eff.) ----- def ----- Defense +16 (+5 eff.) Resists +3% blight +3% mind +3% lightning Max.HP +51.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
healing infusion of the wizard (heal 88; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 88 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the wizard (res 20%; mental; dur 4; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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 psychic (absorb 34; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 34 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
cleansing copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Con ----- def ----- Resists +10% nature +12% blight Poison- +20% Disease- +22% Amulets make your neck look great! |
warrior's copper ring of lightning (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% lightning ----- def ----- Armour +6 Resists +20% lightning Rings make your fingers look great! |
Dawnkiller (11-14 power, 12 apr)1.0 T1 dagger 1H weapon [Rare] Arcane Power 11.0 - 14.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +4.0% Atk.spd 100% Phasing +11% While equipped: Stats +6 Dex +6 Mag +2 Wil ----- def ----- Resists +3% light Sharp, short and deadly. |
Stormlash (17-19 power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 17.0 - 18.7 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 16.22 to 48.67 lightning damage (based on Magic and Dexterity). Uses 9 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
hardened leather belt 'Bleakreeve'1.0 T3 belt armor [Rare] Arcane While equipped: Stats +4 Dex +2 Mag +4 Con dps ---------- Spell.pwr +4 (+2 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Resists +9% fire Mind.save +7 (+3 eff.) A belt that goes around your waist. |
Choyaduhek the Mirebrace (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Wil +1 Con dps ---------- Mind.crit +3% ----- def ----- Defense +1 (+0 eff.) Resists +6% nature ---------- misc Equi/ret +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cutheldil the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +3% darkness +6% light +3% nature +6% blight +6% cold +5% arcane +6% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Elenodin (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +2 Mag +3 Wil +2 Cun dps ---------- Dmg.mod +11% light Res.pen +20% temporal ----- def ----- Defense +1 (+0 eff.) Resists +16% light ---------- misc Light +1 Infravis +2 A pointy cloth hat, very wizardly... |
rough leather cap of ire (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +1 Str +2 Con ----- def ----- Armour +1 Fatigue +1% Phys.save +5 (+3 eff.) Mind.save +5 (+2 eff.) Battle Cry: Puts all charms on 23 cooldown Level 2.0 Pwr.cost 23 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
8 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
6 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. |
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. |
2 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) 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. |
brass lantern 'Plaguewither'2.0 T1 lite [Rare] Master While equipped: Stats +1 Con +1 Wil dps ---------- On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Resists +3% fire ---------- misc Light +8 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. |
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. |
iron pickaxe 'Rimewar' (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +3 Mag +3 Con dps ---------- Dmg.mod +6% nature +3% cold Res.pen +20% acid Melee Ret 2 acid ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Corgue the Cornac Rogue level 10
3rd Mirth 122nd year of Ascendancy at 05:43 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Corgue the Cornac Rogue level 20
7th Dusk 122nd year of Ascendancy at 15:18 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Corgue the Cornac Rogue level 14
10th Mirth 122nd year of Ascendancy at 18:03 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Corgue the Cornac Rogue level 7
78th Pyre 122nd year of Ascendancy at 10:10 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Corgue the Cornac Rogue level 16
5th Flare 122nd year of Ascendancy at 19:29 see stats
Log
You gain 2.05 gold from the transmogrification of bladed rough leather cap of strength (+5) (0 def, 1 armour).
You gain 12.47 gold from the transmogrification of Emelothra the Coalspar.
You gain 0.05 gold from the transmogrification of rough leather belt.
You gain 1.25 gold from the transmogrification of steel mail armour (2 def, 6 armour).
You gain 5.30 gold from the transmogrification of Lustregasher the cured leather armour (6 def, 4 armour).
You gain 12.50 gold from the transmogrification of Behemoth Hide (4 def, 6 armour).
You gain 0.85 gold from the transmogrification of woollen robe of light (+18%) (0 def, 0 armour).
You gain 4.42 gold from the transmogrification of verdant woollen robe (0 def, 0 armour).
You gain 0.50 gold from the transmogrification of steel shield (0 def, 4 armour, 37.5 block).
You gain 1.69 gold from the transmogrification of steady cured leather sling.
You gain 3.76 gold from the transmogrification of mighty ash longbow of lightning.
You gain 0.50 gold from the transmogrification of vined mindstar (6-7 power, 18 apr, mind damage).
You gain 1.43 gold from the transmogrification of nature's vined mindstar (6-6 power, 18 apr, mind damage).
You gain 4.12 gold from the transmogrification of truestriking steel waraxe of erosion (12-18 power, 3 apr).
You gain 0.50 gold from the transmogrification of steel waraxe (12-18 power, 3 apr).
You gain 0.50 gold from the transmogrification of steel waraxe (16-22 power, 3 apr).
You gain 0.70 gold from the transmogrification of steel longsword of massacre (22-30 power, 3 apr).
You gain 1.76 gold from the transmogrification of slime-covered steel battleaxe of massacre (28-43 power, 2 apr).
You gain 4.89 gold from the transmogrification of caustic steel battleaxe (22-33 power, 2 apr).
You gain 3.88 gold from the transmogrification of surging ash vilestaff of illumination (15-18 power, 3 apr, blight element).
You gain 5.13 gold from the transmogrification of ethereal ash starstaff of might (15-18 power, 3 apr, physical element).
You gain 3.34 gold from the transmogrification of cruel ash starstaff of might (15-18 power, 3 apr, temporal element).
You gain 4.35 gold from the transmogrification of cruel ash magestaff of warding (15-18 power, 3 apr, lightning element).
You gain 0.50 gold from the transmogrification of ash starstaff (15-18 power, 3 apr, physical element).
You gain 8.82 gold from the transmogrification of gold ring 'Galegrit'.
You gain 1.12 gold from the transmogrification of healing infusion of the psychic (heal 71; cd 14).
There is a A gate into the Maze here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
































































































