












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Ashes of Urh'Rok 1.7.4Official Expansion!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 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. Embers of Rage 1.7.4Official Expansion!Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 15 / 60% |
| Size | small |
| Lifes / Deaths | Killed by Horned Horror at level 15 on the 5th Dusk 122nd year of Ascendancy at 08:03 / 1 |
Primary Stats
| Strength | 16 (base 16) |
| Dexterity | 52 (base 37) |
| Constitution | 26 (base 16) |
| Magic | 15 (base 10) |
| Willpower | 21 (base 11) |
| Cunning | 34 (base 21) |
Resources
| Life | -39/434 |
| Mana | 64/239 |
| Stamina | 5/169 |
| Healing Factor | 1.1316586254954 |
| Regeneration | 0.28291465637385 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 43.891010379467 |
| See Invisible | 43.891010379467 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 44 |
| Crit Chance | 19% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Light | +23% |
| Physical | +3% |
| Arcane | +12% |
| Cold | +10% |
| All | 0% |
Offense: Damage Penetration
| Physical | +20% |
Defense: Base
| Armour (hardiness) | 18 (40%) |
| Defense | 35 |
| Ranged Defense | 35 |
| Fatigue | 13 |
| Physical Save | 22 |
| Spell Save | 13 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Lightning | + 13%( 70%) |
| Cold | + 13%( 70%) |
| Mind | + 3%( 70%) |
| Physical | + 18%( 70%) |
| Fire | + 9%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Cunning / Poisons | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by Tips. Escort: lone alchemist (level 4 of Old Forest) | failed |
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 Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed minotaur nose. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | 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 | Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 37% (based on Cunning). Uses 40 power out of 38/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Quiver | plaguebringer's pouch of steel shots of crippling (9/18, 19-22 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego++] Arcane/Master Weapon Damage 19.0 - 22.8 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +10.5% Capacity 18 On-ranged-hit +8 blight On Hit: 20% Epidemic level 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 9 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
| Light source | Yvuyabeth2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +3 Cun offense ------ Spellpower/crit +2 Damage +3% physical Ignore resists +20% physical Ignore Armor +1 When Hit 13 fire defense ------ Resistance +6% fire Physical save +3 (+1 eff.) other ------- 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 | Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 12 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 30.60 to 91.79 lightning damage (61.20 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | hardened leather gloves of archery (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +3 Cun +5 Dex offense ------ Accuracy +7 (+3 eff.) Ignore Armor +5 defense ------ Armor +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 16 turn cooldown Effective talent level: 3.0 Power cost 16 out of 20/20. Range 8 Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 161% 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). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | iron torque of mindblast [power 100] (1/12 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 12 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | psionicist's steel ring of luminosity0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +3 Wil +2 Mag offense ------ On-Hit 15 light On-Ranged-Hit 16 light Damage +12% light defense ------ Mind save +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | copper ring of luminosity0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ On-Hit 14 light On-Ranged-Hit 11 light Damage +11% light Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +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 | hardened leather sling of enduring4.0 Encumbrance T3 sling 1H weapon [Ego+] Nature Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: Stats +8 Con +7 Wil defense ------ Life +19.00 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Vorissra the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +2 Str +1 Mag +1 Cun offense ------ Mindpower +3 (+1 eff.) Damage +12% arcane defense ------ Physical save +6 (+3 eff.) A belt that goes around your waist. |
| In off hand | flaming steel shield of shrapnel (0 def, 4 armour, 11-13 power, 36.5 block)7.0 Encumbrance T2 shield armor [Ego+] Nature/Master When used to Attack: Weapon Damage 11.5 - 13.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +36 On-Hit, radius 1 +10 fire While equipped: offense ------ On-Hit 5 fire On shield block: * Cause enemies within radius 6 to bleed for 132 physical damage over 5 turns (1/turn) When Hit 3 fire defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +1 Con defense ------ Defense +1 (+0 eff.) Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spinal Cage (5 def, 8 armour)9.0 Encumbrance T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex defense ------ Armor +8 Defense +5 (+2 eff.) Fatigue +3% Resistance +15% physical Bone Grab: Effective talent level: 2.0 Power cost 16 out of 15/30. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 20.63 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Inventory
healing infusion of the duelist (heal 144; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 144 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
regeneration infusion of the sneak (heal 175; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 175 life over 5 turns. 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 nature talent. |
wild infusion of the duelist (res 25%; magical; dur 4; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
wild infusion of the sneak (res 21%; physical; dur 4; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 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 21% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
shatter afflictions rune (absorb 20; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 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 20 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 46; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 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 46 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Beovor0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: Stats +2 Mag offense ------ Spellpower/crit +2 Damage +9% mind defense ------ Resistance +6% acid +3% temporal +6% nature Spell save +6 (+6 eff.) Silence Resist +10% Pinning Resist +10% other ------- Mana/turn +0.14 Max mana +22.00 Amulets make your neck look great! |
grounding steel amulet of mastery (0.11 Cunning / Poisons)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +12% lightning Stun Resist +26% other ------- Masteries +0.11 Cunning/Poisons Amulets make your neck look great! |
Unlightslice0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +1 Cun offense ------ Mind Crit +1% Damage +12% mind +12% physical On-Hit (Melee): * 20% chance to reduce damage dealt by 16% defense ------ Resistance +9% blight +12% physical +3% nature Rings make your fingers look great! |
copper ring of nature (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% nature defense ------ Resistance +22% nature Rings make your fingers look great! |
marksman's steel ring of the mind (+11%)0.1 Encumbrance T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Dex offense ------ Damage +11% mind Accuracy +8 (+3 eff.) defense ------ Resistance +11% mind Rings make your fingers look great! |
Spellblaze Shard (20-26 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 16 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 54.23 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Serpent's Glare (7-7 power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 7 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 202.43 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
River's Fury (23-32 power, 8 apr)3.0 Encumbrance T1 trident 2H weapon [Unique] Arcane Weapon Damage 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 100% On-hit +15 cold While equipped: offense ------ Spellpower +10 (+7 eff.) Move Speed +10% Damage +10% cold Accuracy +10 (+4 eff.) defense ------ Resistance +10% cold On Spell Hit: 20% Glacial Vapour level 1 Tidal Wave: Effective talent level: 1.0 Power cost 64 out of 80/80. Range melee/personal Cooldown: 10 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 2, doing 5.17 cold damage and 4.84 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 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. |
grounding rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane/Nature While equipped: defense ------ Resistance +6% blight +6% temporal +5% lightning The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather gloves of strength (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Str offense ------ Physical Power +6 (+3 eff.) defense ------ Armor +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Kilnshaper the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Dex offense ------ Physical Crit +2.0% Mind Crit +3% Physical Power +5 (+2 eff.) Mindpower +2 (+1 eff.) Ignore resists +15% blight +10% fire Accuracy +5 (+2 eff.) defense ------ Defense +1 (+0 eff.) other ------- Psi/turn +0.10 A pointy cloth hat, very wizardly... |
rejuvenating cured leather armour of the deep (6 def, 6 armour)9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: defense ------ Armor +6 Defense +6 (+3 eff.) Fatigue +7% Resistance +7% acid +6% cold Life Regen +3.20 other ------- Stamina/turn +0.50 Breathe water A suit of armour made of leather. |
Wrathroot's Barkwood (9 def, 10 armour, 29-40 power, 60 block)7.0 Encumbrance T2 shield armor [Unique] Nature When used to Attack: Weapon Damage 29.0 - 40.6 Physical Uses 150% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +60 While equipped: defense ------ Armor +10 Defense +9 (+4 eff.) Fatigue +14% Resistance +20% cold +20% darkness +20% nature other ------- Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
coruscating steel shield (0 def, 4 armour, 10-12 power, 37.5 block)7.0 Encumbrance T2 shield armor [Ego+] Arcane When used to Attack: Weapon Damage 10.5 - 12.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +37 On-hit +13 fire While equipped: Stats +2 Str offense ------ When Hit 10 fire defense ------ Armor +4 Fatigue +8% Resistance +11% fire other ------- Talents +1 Block Handheld deflection devices. |
crackling steel shield (0 def, 4 armour, 13-15 power, 35 block)7.0 Encumbrance T2 shield armor [Ego+] Arcane When used to Attack: Weapon Damage 13.0 - 15.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +35 On-hit +11 lightning While equipped: Stats +2 Dex offense ------ When Hit 3 lightning defense ------ Armor +4 Fatigue +8% Resistance +11% lightning other ------- Talents +1 Block Handheld deflection devices. |
2 agate0.0 Encumbrance 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. |
onyx0.0 Encumbrance 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. |
6 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 Encumbrance 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. |
5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(70 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Xerovena the Blasttorrent2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Str +1 Con offense ------ Ignore resists +10% lightning defense ------ Crit Resistance 15.00% Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +5 See Invisibility +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern2.0 Encumbrance T1 lite [Ego] Arcane While equipped: offense ------ When Hit 10 fire defense ------ Resistance +5% fire other ------- 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
useless but awesome rock0.0 Encumbrance rock misc [Unique] Nature Talk to your pet rock. Uses 8 power out of 10/10 Awesome rock!!! |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 162 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 Encumbrance 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. |
chilling pouch of dwarven-steel shots of accuracy (21/23, 34-40 power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego] Arcane/Master Weapon Damage 34.0 - 40.8 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Accuracy +10 Ignore Armor +3 Critical Rate +5.0% Capacity 23 On-ranged-hit +7 cold Shots are used with slings to pummel your foes to death. |
soothing steel torque of mindblast [power 160] (1/12 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 160 mind damage and silencing them for 4 turns Puts all charms on 12 turn cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
supercharged steel torque of psionic shield [power 61] (1/24 cooldown)2.0 Encumbrance T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 61 for 5 turns Puts all charms on 24 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Glorunn the ash totem of stinging [power 176] (1/12 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +3% temporal other ------- Psi when Hit +0.08 Sting an enemy dealing 176 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 12 turn cooldown 100% to increase all damage by 10% for 2 turns. 100% to gain a 15% chance to evade weapon attacks for 2 turns. 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Sootthorn the elm wand of shielding [power 122] (1/16 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +1 Dex offense ------ Damage +3% nature +6% darkness defense ------ Crit Resistance 15.00% other ------- Light +2 Infravision +2 See Invisibility +3 Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 16 turn cooldown 100% to reduce fatigue by 23% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Tips the Halfling Skirmisher level 13
6th Flare 122nd year of Ascendancy at 23:16 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Tips the Halfling Skirmisher level 10
2nd Mirth 122nd year of Ascendancy at 04:27 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Tips the Halfling Skirmisher level 10
2nd Mirth 122nd year of Ascendancy at 23:00 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Tips the Halfling Skirmisher level 15
5th Dusk 122nd year of Ascendancy at 06:54 see stats
Log
Horned Horror hits Tips for (19 flat reduction), 53 physical, (13 flat reduction), 0 lightning (53 total damage).
Melee retaliation hits Horned Horror for (7 flat reduction), 0 fire (0 total damage).
Tips hits Horned Horror for (6 flat reduction), 0 lightning (0 total damage).
Deadly Poison from Tips hits Horned Horror for (5 flat reduction), 0 nature (0 total damage).
Bleeding from Tips hits Horned Horror for (9 flat reduction), 0 physical (0 total damage).
Tips shoots!
Horned Horror's Spinning Backhand is disrupted by his wounds!
Tips's Shoot hits Horned Horror for (19 flat reduction), 13 physical, (3 flat reduction), 0 blight, (2 flat reduction), 0 mind, (15 flat reduction), 0 light (13 total damage).
Tips is not stunned anymore.
Horned Horror hits Tips for (19 flat reduction), 40 physical, (13 flat reduction), 0 lightning (40 total damage).
Tips hits Horned Horror for (12 flat reduction), 0 lightning (0 total damage).
Melee retaliation hits Horned Horror for (7 flat reduction), 0 fire (0 total damage).
Deadly Poison from Tips hits Horned Horror for (19 flat reduction), 0 nature (1 total damage).
Bleeding from Tips hits Horned Horror for (19 flat reduction), 0 physical (0 total damage).
Tips hits Horned Horror for (12 flat reduction), 0 lightning (0 total damage).
Horned Horror misses Tips.
Talent Bash and Smash is ready to use.
Horned Horror stops bleeding.
Deadly Poison from Tips hits Horned Horror for (19 flat reduction), 0 nature (1 total damage).
Horned Horror shrugs off the effect 'pinned by a bone spike'!
Horned Horror resists being teleported by Bone Grab!
Tips hits Horned Horror for (17 flat reduction), 0 physical (0 total damage).
Tips hits Horned Horror for (12 flat reduction), 0 lightning (0 total damage).
Horned Horror throws two quick punches.
Horned Horror hits Tips for (19 flat reduction), 47 physical, (13 flat reduction), 0 lightning, (19 flat reduction), 54 physical (102 total damage).
Melee retaliation hits Horned Horror for (14 flat reduction), 0 fire, (14 flat reduction), 0 fire (0 total damage).
Tips the level 15 halfling skirmisher was swiped to death by Horned Horror and revived as a mindless horror on level 4 of The Maze.

































































































