










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 1.5.5Quality 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Marauder |
| Level / Exp | 17 / 3% |
| Size | big |
| Lifes / Deaths | Killed by sand-drake at level 16 on the 68th Dusk 122nd year of Ascendancy at 07:20 / 1 |
Primary Stats
| Strength | 42 (base 38) |
| Dexterity | 81 (base 44) |
| Constitution | 14 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 12 (base 10) |
| Cunning | 30 (base 11) |
Resources
| Life | 414/414 |
| Mana | 206/206 |
| Stamina | 168/168 |
| Healing Factor | 1.3326086956522 |
| Regeneration | 0.33315217391304 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 47.004149834542 |
| See Invisible | 52.004149834542 |
Offense: Mainhand
| Damage | 95 |
| Accuracy | 56 |
| Crit Chance | 16% |
| APR | 28 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 69 |
| Accuracy | 56 |
| Crit Chance | 16% |
| APR | 39 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Temporal | +9% |
| Blight | +6% |
| Cold | +10% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +20% |
| Darkness | +10% |
| Cold | +19% |
| Blight | +5% |
| Mind | +5% |
| Fire | +18% |
| Acid | +23% |
Defense: Base
| Armour (hardiness) | 29 (38.536585365854%) |
| Defense | 45 |
| Ranged Defense | 49 |
| Fatigue | 8.669446550417 |
| Physical Save | 19 |
| Spell Save | 26 |
| Mental Save | 27 |
Defense: Resistances
| Nature | + 20%( 70%) |
| Lightning | + 6%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 21%( 70%) |
| Blight | + 20%( 70%) |
| Cold | + 47%( 70%) |
| Fire | + 31%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 44% |
| Confusion Resistance | 54% |
| Teleport Resistance | 5% |
| Instadeath Resistance | 100% |
| Poison Resistance | 5% |
| Silence Resistance | 15% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 412% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 377 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 11% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 11% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
| Technique / Duelist | 1.20 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.20 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Effects
| beneficial effect | Has 8 throwing knives prepared: 8 KnivesRange: 6 Net Damage: 104 - 145 Accuracy: 71 (knife) APR: 27 Crit Chance: +22% Crit mult: 191% Uses Stats: 50% Str, 70% Dex |
| beneficial effect | Parrying melee and ranged attacks: Has a 67% chance to deflect up to 23 damage from the next 2.3 attack(s). Parried attacks cannot crit. Parrying |
Quests
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 Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)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 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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| On feet | pair of hardened leather boots 'Harufast' (0 def, 8 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Cun +1 Wil dps ---------- Crit.mult +10.00% Mind.pwr +8 (+4 eff.) Dmg.mod +9% mind ----- def ----- Armour +8 Fatigue +3% ---------- misc Infravis +2 A pair of boots made of leather. |
| Light source | brass lantern 'Delanariyon'2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% temporal Res.pen +5% mind Melee Ret 8 mind On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% temporal Mind.save +6 (+3 eff.) ---------- misc Light +2 See.Stealth +7 See.Invis +6 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 | Eremufast the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex +3 Cun +2 Con dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +4 Fatigue +4% Resists +8% fire +7% cold ---------- misc See.Invis +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Ulokor the dwarven-steel gauntlets (0 def, 2 armour)1.5 T3 hands armor [Rare] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Dmg.mod +15% acid Acc +6 (+1 eff.) Apr +7 ----- def ----- Armour +2 Resists +6% lightning +15% temporal Spell.save +10 (+5 eff.) Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Ce'Nusenor the Dayquencher [power 10] (6 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Melee Ret 20 light 20 fire ----- def ----- Resists +6% light ---------- misc Light +2 Talents +2 Strike Cooldown Strike -1 Reveal the area around you, dispelling darkness (radius 10, power 37 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Adygakira the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% blight +10% cold +3% temporal Res.pen +5% blight Melee Ret 16 blight ----- def ----- Resists +20% cold Rings can have magical properties. |
| On fingers | copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +6 (+4 eff.) Mind.pwr +5 (+2 eff.) Rings can have magical properties. |
| Around neck | Withering Orbs0.1 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 | Cracklewrest (148% power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Arcane/Psionic Power 148% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +4 darkness +4 lightning Against +9% Living On Hit.r1 +4 darkness On Crit.r2 +8 lightning On Hit: * Random elemental explosion While equipped: dps ---------- Res.pen +23% acid +10% darkness +18% fire +19% cold +20% lightning Sharp, short and deadly. |
| 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. |
| In off hand | Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
| Cloak | linen cloak 'Branomnir' (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +7 (+2 eff.) Rng.Def +6 (+2 eff.) Spell.save +9 (+4 eff.) Poison- +5% Disease- +5% Silence- +15% Teleport- +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | reinforced leather armour 'Layilrawyn' (16 def, 15 armour)9.0 T4 light armor [Random Unique] Master While equipped: Stats +9 Dex +6 Cun dps ---------- Phys.pwr +4 (+1 eff.) Mov.spd +20% ----- def ----- Armour +15 Defense +16 (+5 eff.) Rng.Def +7 (+3 eff.) Fatigue +8% Resists +23% fire Max.HP +20.00 ---------- misc Max.stam +15.00 A suit of armour made of leather. |
Inventory
regeneration infusion of the duelist (heal 401 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 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 401 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Fatigue -20% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets can have magical properties. |
copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings can have magical properties. |
flaming steel dagger of daylight (102% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 102% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 light Against +8% Undead On Hit.r1 +7 fire Sharp, short and deadly. |
insidious dwarven-steel dagger of massacre (125% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Nature/Master Power 125% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +19 insidious poison Sharp, short and deadly. |
iron dagger (100% power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 100% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger (100% power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 100% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger of daylight (100% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 100% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 light Against +4% Undead Sharp, short and deadly. |
iron dagger of daylight (102% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 102% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 light Against +4% Undead Sharp, short and deadly. |
Morningbutcher1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Apr +4 ----- def ----- Resists +9% light Max.HP +30.00 HP.reg +0.90 Heal.mod +10% A belt that goes around your waist. |
enveloping linen cloak of Iron Throne (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +7 (+2 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dairaruidan (0 def, 5 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+2 eff.) ----- def ----- Armour +5 Fatigue +1% Resists +9% darkness +3% blight Poison- +10% A pair of boots made of leather. |
miner's pair of iron boots of uncanny dodging (3 def, 8 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +2% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Adyrabrelle the Furnacefear (0 def, 1 armour)1.0 T1 hands armor [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane +18% fire Melee Ret 4 temporal ----- def ----- Armour +1 Resists +9% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Emelekira' (0 def, 1 armour)1.5 T1 hands armor [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Melee+ 6 acid Dmg.mod +3% acid +12% physical ----- def ----- Armour +1 Resists +6% acid Phys.save +3 (+2 eff.) HP.reg +0.80 Metal gloves protecting the hands up to the middle of the lower arm. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Skullcr.mult +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
iron helm (0 def, 3 armour)3.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of earthrunes (1 def, 1 armour)2.0 T1 head armor [Ego+] Arcane While equipped: Stats +1 Con ----- def ----- Armour +1 Defense +1 (+0 eff.) Stone Wall: Puts all charms on 80 cooldown Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 46.13 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
rough leather cap 'Shademight' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +3 Dex dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +3% darkness ----- def ----- Armour +1 Fatigue +1% Resists +6% darkness Max.HP +30.00 HP.reg +0.20 A cap made of leather. |
Eel-skin armour (10 def, 1 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +1 Defense +10 (+3 eff.) Fatigue +2% Poison- +30% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 18 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 38.27 to 114.82 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
rejuvenating rough leather armour of cold resistance (1 def, 2 armour)9.0 T1 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Resists +15% cold HP.reg +2.30 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
rough leather armour (1 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% A suit of armour made of leather. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
6 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. |
dwarven-steel pickaxe of endurance (dig speed 32 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +5 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 240/400 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. |
defiled elm wand of conjuration [power 85] (10 cooldown)2.0 T1 wand charm [Ego] Arcane While equipped: ---------- misc Max.vim +7.00 Fire a bolt of a random element with (base) damage 42 to 85 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick elm wand of conjuration [power 67] (7 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 34 to 67 Puts all charms on 7 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +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. |
8 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
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Rougre Marauker the Ogre Marauder level 7
3rd Flare 122nd year of Ascendancy at 08:42 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Rougre Marauker the Ogre Marauder level 10
3rd Dusk 122nd year of Ascendancy at 04:55 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Rougre Marauker the Ogre Marauder level 6
3rd Mirth 122nd year of Ascendancy at 18:23 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Rougre Marauker the Ogre Marauder level 17
69th Dusk 122nd year of Ascendancy at 14:21 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Rougre Marauker the Ogre Marauder level 16
68th Dusk 122nd year of Ascendancy at 07:21 see stats
Log
Rested for 40 turns (stop reason: dialog is displayed).
You gain 0.49 gold from the transmogrification of defiled ash wand of clairvoyance [power 10] (6 cooldown).
You gain 0.35 gold from the transmogrification of forceful ash totem of cure ailments [power 2] (10 cooldown).
You gain 0.92 gold from the transmogrification of icy pouch of steel shots (21/21, 121% power, 2 apr).
You gain 0.55 gold from the transmogrification of quiver of ash arrows of accuracy (15/15, 125% power, 7 apr).
You gain 2.43 gold from the transmogrification of icy quiver of ash arrows of wind (24/24, 126% power, 7 apr).
You gain 1.45 gold from the transmogrification of steel shield of reflection (6 def, 2 armour, 44.5 block).
You gain 0.50 gold from the transmogrification of steel shield (6 def, 2 armour, 42 block).
You gain 2.15 gold from the transmogrification of icy steel shield of cold resistance (+15%) (6 def, 2 armour, 39 block).
You gain 16.27 gold from the transmogrification of Erantir (3 def, 6 armour).
You gain 0.20 gold from the transmogrification of hardened leather cap (0 def, 3 armour).
You gain 0.58 gold from the transmogrification of slimy woollen robe (0 def, 0 armour).
You gain 2.41 gold from the transmogrification of acidic steel waraxe of erosion (109% power, 3 apr).
You gain 3.15 gold from the transmogrification of short ash starstaff of might (111% power, 3 apr, physical element).
Personal New Achievement: Treasure Hunter (Nightmare (Roguelike) difficulty)!
You gain 2.80 gold from the transmogrification of earthen ash starstaff of fate (111% power, 3 apr, temporal element).
You gain 5.32 gold from the transmogrification of cruel ash vilestaff of illumination (111% power, 3 apr, fire element).
You gain 2.11 gold from the transmogrification of ash starstaff of fate (111% power, 3 apr, darkness element).
You gain 4.09 gold from the transmogrification of fungal cured leather sling of true flight.
You gain 1.15 gold from the transmogrification of vined mindstar of the jelly (88% power, 18 apr, nature damage).
You gain 1.08 gold from the transmogrification of vined mindstar of balance (87% power, 18 apr, mind damage).
You gain 0.50 gold from the transmogrification of steel mace (111% power, 3 apr).
You gain 0.53 gold from the transmogrification of teleportation rune (range 22).
You gain 3.10 gold from the transmogrification of invisibility rune of the sneak (power 10 for 5 turns).
You gain 1.50 gold from the transmogrification of wild infusion of the warrior (resist 18%; cure mental, physical).
You gain 1.50 gold from the transmogrification of wild infusion of the titan (resist 19%; cure mental).
You gain 1.13 gold from the transmogrification of sun infusion of the psychic (rad 5; power 28; turns 3; dispels darkness).
There is a A mysterious hole in the beach 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.






























































































