








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.0Allows 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 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Showing Items Tier in Inventory 1.5.5This 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 Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.5.3Quality 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. EquipDoll - Clean Item Names 1.5.5Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Mindslayer |
| Level / Exp | 27 / 82% |
| Size | big |
| Lifes / Deaths | Killed by The Master at level 27 on the 11st Regrowth 123rd year of Ascendancy at 23:51 / 1 |
Primary Stats
| Strength | 44 (base 11) |
| Dexterity | 34 (base 10) |
| Constitution | 14 (base 10) |
| Magic | 17 (base 10) |
| Willpower | 76 (base 58) |
| Cunning | 63 (base 51) |
Resources
| Life | -107/705 |
| Psi | 44/126 |
| Healing Factor | 1.5326086956522 |
| Regeneration | 0.38315217391304 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | -17.2163534901% |
| Spell | 0% |
| Global | +89.719268445577% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 8 |
| See Stealth | 37.141571790036 |
| See Invisible | 37.141571790036 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 111 |
| Accuracy | 64 |
| Crit Chance | 42% |
| APR | 16 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 53 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +12% |
| Lightning | +14% |
| Physical | +20% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 52.551211628464 (74.117647058824%) |
| Defense | 25 |
| Ranged Defense | 30 |
| Fatigue | 18 |
| Physical Save | 24 |
| Spell Save | 40 |
| Mental Save | 52 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Blight | + 20%( 70%) |
| Physical | + 5%( 70%) |
| Cold | + 32%( 70%) |
| All | 0%( 70%) |
| Lightning | + 22%( 70%) |
| Temporal | + 10%( 70%) |
| Darkness | + 8%( 70%) |
| Nature | + 44%( 70%) |
Defense: Immunities
| Disarm Resistance | 48% |
| Silence Resistance | 20% |
| Confusion Resistance | 10% |
| Knockback Resistance | 0% |
| Pinning Resistance | 24% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 19% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 458 life over 5 turns. Its effects scale with your Cunning 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 236 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 16% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Psionic / Charged mastery | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Psionic / Augmented striking | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Psionic / Voracity | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| Psionic / Focus | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Effects
| talent | Augmentation |
| talent | Skate |
| talent | Charged Shield |
| talent | Kinetic Aura |
| talent | Beyond the Flesh |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| beneficial effect | The target's combat attack and crit chance are improved by 17 and 8%, respectively. Perfect control |
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
| detrimental effect | Reduces global action speed by 24% and all outgoing projectiles speed by 44%. Congeal Time |
| beneficial effect | Your electrokinesis transcends normal limits. +14% Lightning damage and +10% Lightning damage penetration, and improved charged effects. Transcendent Electrokinesis |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | Inscriptions cooldown twice as fast. Writ Large |
| beneficial effect | Increases global speed by 13%. Quick |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed warg claw. * You've found the needed pouch of faeros ash. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Dusksquall (165% power, 3 apr)3.0 T4 greatsword 1H weapon [Random Unique] Nature/Master Power 166% Range: 1.6x Uses 129% Wil Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 111% Melee+ +56 insidious poison +12 acid While equipped: Stats +5 Str +6 Dex dps ---------- Dmg.mod +13% physical Acc +26 (+7 eff.) On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +6% acid ---------- misc Stam/ret +3.00 Massive two-handed swords. |
| Light source | alchemist's lamp 'Emelemina'1.0 T3 lite [Rare] Master While equipped: Stats +2 Str +4 Dex +2 Cun ----- def ----- Fatigue -4% Crit.dmg- 10.00% ---------- misc Light +7 Telepathy Demon/Minor Demon/Major A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Manirorig (0 def, 10 armour)3.0 T3 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +9.00% Acc +4 (+1 eff.) ----- def ----- Armour +10 Fatigue +4% Resists +10% lightning +10% temporal +2% physical Die.at -80.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Belavea the pair of hardened leather boots (9 def, 11 armour)2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +11 Defense +9 (+5 eff.) Rng.Def +9 (+4 eff.) Fatigue -3% Max.HP +40.00 Disease- +20% Silence- +20% Disarm- +20% ---------- misc Stam/turn +0.50 A pair of boots made of leather. |
| Tool | Gilevon (dig speed 22 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +6 Wil dps ---------- Acc +4 (+1 eff.) ----- def ----- Resists +8% darkness +3% physical Affinity +15% darkness Mind.save +20 (+7 eff.) ---------- misc Stam/turn +0.80 Infravis +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | savior's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+3 eff.) Apr +7 ----- def ----- Defense +8 (+4 eff.) Phys.save +9 (+5 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 105% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | Ce'Nuba0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Mag +5 Wil +4 Cun +4 Con dps ---------- Phys.crit +1.0% Phys.pwr +6 (+2 eff.) Mind.pwr +8 (+3 eff.) Dmg.mod +12% nature ----- def ----- Resists +24% nature Max.HP +31.00 Disarm- +28% Pinning- +24% Knockbk- +20% Rings can have magical properties. |
| Around neck | gold amulet 'Veledheramina'0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +5 (+2 eff.) Phys.spd +10% Dmg.mod +7% physical ----- def ----- Resists +12% cold Max.HP +20.00 Heal.mod +20% Blind- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Amulets can have magical properties. |
| In main hand | Golden Three-Edged Sword 'The Truth' (167% power, 9 apr)12.0 T3 greatsword 2H weapon [Unique] Psionic Power 167% Range: 1.6x Uses 139% Wil Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
| On hands | heroic dwarven-steel gauntlets (0 def, 6 armour)1.5 T3 hands armor [Ego+] Master While equipped: ----- def ----- Armour +6 Mind.save +7 (+3 eff.) Max.HP +40.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| Cloak | resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Glowraven the dwarven-steel plate armour (5 def, 11 armour)17.0 T3 massive armor [Rare] Arcane While equipped: Stats +5 Str +2 Dex +3 Mag +6 Wil +4 Cun dps ---------- Phys.crit +6.0% Spell.crit +4% Mind.crit +6% Phys.pwr +12 (+4 eff.) Spell.pwr +13 (+6 eff.) Mind.pwr +14 (+5 eff.) On Hit (Melee): * 30% chance to blind ----- def ----- Armour +11 Defense +5 (+3 eff.) Fatigue +24% Resists +12% lightning ---------- misc Infravis +3 A suit of armour made of metal plates. |
Inventory
healing infusion (heal 29)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 29 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the psychic (heal 257)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 257 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (656% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 656% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 453 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 453 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (454.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 154.36 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
clarifying steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +14% mind Confus- +21% Amulets can have magical properties. |
savior's gold amulet0.1 T3 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +13 (+7 eff.) Spell.save +13 (+4 eff.) Mind.save +12 (+4 eff.) Amulets can have magical properties. |
warrior's copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
Samytar the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con +3 Wil dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Phys.save +9 (+5 eff.) ---------- misc Telepathy Dragon Rings can have magical properties. |
copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 105% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
solipsist's steel ring0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) Rings can have magical properties. |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings can have magical properties. |
caustic dwarven-steel dagger of massacre (139% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Nature/Master Power 139% Range: 1.3x Uses 48% Wil, 48% Cun Dmg Physical Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 7% chance to corrode armour by 30% While equipped: dps ---------- Res.pen +7% acid ----- def ----- HP.reg +2.00 Sharp, short and deadly. |
steel greatmaul 'Nimbusspike' (142% power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Nature/Master Power 143% Range: 1.5x Uses 129% Wil Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +13 temporal +10 nature On Hit.r1 +8 lightning On Hit: * 20 arcane resource burn While equipped: Stats +2 Con dps ---------- Phys.pwr +10 (+4 eff.) Res.pen +10% lightning +19% physical Acc +7 (+2 eff.) Apr +10 ----- def ----- Resists +5% arcane +6% acid Spell.save +3 (+1 eff.) Disarm- +21% Massive two-handed mauls. |
Aderialle (154% power, 4 apr)3.0 T3 longsword 1H weapon [Random Unique] Arcane/Master Power 154% Range: 1.4x Uses 108% Wil Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +10 lightning On Hit: * 25% chance for lightning to arc to a second target While equipped: Stats +1 Mag dps ---------- Phys.crit +1.0% Dmg.mod +6% physical Apr +1 ---------- misc Mana/turn +0.16 Sharp, long, and deadly. |
Beriharadil the living mindstar (113% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic This mindstar will resonate with other psionic mindstars. Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Cun dps ---------- Mind.crit +5% Crit.mult +16.00% Mind.pwr +10 (+3 eff.) Dmg.mod +9% mind Res.pen +3% mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +3% light +8% mind +6% darkness Dmg.Resnn +18% Phys.save +7 (+4 eff.) Spell.save +7 (+2 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +0.80 Psi/ret +1.60 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. |
River's Fury (135% power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 135% Range: 1.4x Uses 129% Wil Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+3 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 2.43 cold damage and 2.92 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
glacial deep-steel trident (139% power, 10 apr)3.0 T3 trident 2H weapon [Ego+] Nature Power 139% Range: 1.6x Uses 129% Wil Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +10 Crit +2.5% Atk.spd 100% On Crit.r2 +7 ice While equipped: dps ---------- Res.pen +10% cold ----- def ----- Armour +10 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Delykalthoruikor the Carrionwilter1.0 T5 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +12% nature Res.pen +15% nature Melee Ret 4 nature ----- def ----- Resists +11% lightning +12% temporal +13% fire +9% nature +9% cold Spell.save +12 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Arikalthogorn (0 def, 3 armour)3.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Acc +8 (+2 eff.) ----- def ----- Armour +3 Fatigue +2% Resists +5% arcane Max.HP +30.00 Silence- +24% Confus- +20% Stun/Frz- +21% ---------- misc Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +0% ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
heroic dwarven-steel gauntlets (0 def, 5 armour)1.5 T3 hands armor [Ego+] Master While equipped: ----- def ----- Armour +5 Mind.save +5 (+2 eff.) Max.HP +40.00 Metal gloves protecting the hands up to the middle of the lower arm. |
grounding iron helm of knowledge (0 def, 3 armour)3.0 T1 head armor [Ego+] Nature/Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Isoba' (0 def, 3 armour) =water breathing=2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Cun ----- def ----- Armour +3 Fatigue +3% Resists +6% nature +8% cold Blind- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Equi/ret +0.16 Breathe water A cap made of leather. |
enlightening steel mail armour of Eyal (2 def, 6 armour)14.0 T2 heavy armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Mind.save +12 (+4 eff.) Max.HP +46.00 HP.reg +1.00 Heal.mod +12% A suit of armour made of mail. |
7 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. |
73 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
27 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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
23 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
30 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
ethereal brass lantern1.0 T1 lite [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +6 (+3 eff.) ---------- misc Light +4 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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. |
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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
5 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. |
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. |
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. |
18 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. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Hagrid the Ogre Mindslayer level 21
3rd Decay 122nd year of Ascendancy at 02:55 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Hagrid the Ogre Mindslayer level 7
1st Flare 122nd year of Ascendancy at 08:16 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By Hagrid the Ogre Mindslayer level 23
7th Decay 122nd year of Ascendancy at 00:30 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Hagrid the Ogre Mindslayer level 16
42nd Dusk 122nd year of Ascendancy at 04:54 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Hagrid the Ogre Mindslayer level 23
5th Allure 123rd year of Ascendancy at 22:26 see stats
Level 10 (Roguelike)
Got a character to level 10.By Hagrid the Ogre Mindslayer level 10
5th Dusk 122nd year of Ascendancy at 05:26 see stats
Level 20 (Roguelike)
Got a character to level 20.By Hagrid the Ogre Mindslayer level 20
22nd Haze 122nd year of Ascendancy at 18:09 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Hagrid the Ogre Mindslayer level 19
72nd Dusk 122nd year of Ascendancy at 09:08 see stats
That was close (Roguelike)
Killed your target while having only 1 life left.By Hagrid the Ogre Mindslayer level 27
11st Regrowth 123rd year of Ascendancy at 23:24 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Hagrid the Ogre Mindslayer level 6
4th Mirth 122nd year of Ascendancy at 03:05 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Hagrid the Ogre Mindslayer level 23
10th Allure 123rd year of Ascendancy at 15:02 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Hagrid the Ogre Mindslayer level 15
34th Dusk 122nd year of Ascendancy at 15:26 see stats
Log
Skeleton warrior hits Hagrid for (25 to psi shield), 26 physical (26 total damage).
Skeleton warrior hits Hagrid for (30 to psi shield), 32 physical, (6 to psi shield), 6 temporal (38 total damage).
Hagrid casts Writ Large.
Hagrid uses Quick as Thought.
Hagrid speeds up.
Hagrid deactivates Kinetic Shield.
A psionic shield forms around Hagrid.
Hagrid deactivates Thermal Shield.
Hagrid activates Charged Shield.
The shield around skeleton warrior crumbles.
Skeleton warrior resists the blinding light!
Skeleton warrior hits Hagrid for (9 absorbed), 0 temporal (0 total damage).
Hagrid hits Skeleton warrior for (15 absorbed), 10 physical, 5 physical (15 total damage).
The Master is poisoned!
Hagrid's Beyond the Flesh hits The Master for (46 absorbed), 0 physical, (3 absorbed), 0 nature, (3 absorbed), 0 acid, (5 absorbed), 0 physical (0 total damage).
The Master uses Stunning Blow.
The Master misses Hagrid.
Armoured skeleton warrior casts Epidemic.
Your shield crumbles under the damage!
The psionic shield around Hagrid crumbles.
Armoured skeleton warrior hits Hagrid for (21 absorbed), 0 physical, (9 to psi shield), 0 blight, (10 absorbed), 0 acid, (15 absorbed), 0 fire (0 total damage).
Skeleton warrior hits Hagrid for (24 absorbed), 2 physical (2 total damage).
Skeleton warrior hits Hagrid for (39 absorbed), 0 physical, (10 absorbed), 0 temporal (0 total damage).
Skeleton warrior resists the blinding light!
Skeleton warrior hits Hagrid for 8 temporal damage.
Hagrid hits Skeleton warrior for 28 physical, 5 physical (33 total damage).
The Master casts Freeze.
Saving game...









































































































