







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. 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:
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. Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Rogue |
| Level / Exp | 9 / 91% |
| Size | medium |
| Lifes / Deaths | Killed by Porolle the warg at level 9 on the 1st Flare 122nd year of Ascendancy at 04:39 / 1 |
Primary Stats
| Strength | 20 (base 16) |
| Dexterity | 30 (base 25) |
| Constitution | 12 (base 10) |
| Magic | 16 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 31 (base 22) |
Resources
| Life | -31/272 |
| Stamina | 139/139 |
| Equilibrium | 0 |
| Healing Factor | 1.0164835164835 |
| Regeneration | 52.298076923077 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 30.465374305457 |
| See Invisible | 30.465374305457 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 35 |
| Crit Chance | 23% |
| APR | 24 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 26 |
| Accuracy | 35 |
| Crit Chance | 23% |
| APR | 32 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +6% |
| Darkness | +12% |
| Fire | +9% |
| Mind | +6% |
Offense: Damage Penetration
| Fire | +30% |
| Physical | +16% |
Defense: Base
| Armour (hardiness) | 8 (38.536585365854%) |
| Defense | 38 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 11 |
| Spell Save | 12 |
| Mental Save | 22 |
Defense: Resistances
| Darkness | + 45%( 70%) |
| Temporal | + 17%( 70%) |
| Fire | + 22%( 70%) |
| Physical | + 15%( 70%) |
| Mind | + 22%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
| Poison Resistance | 15% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| 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 243 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 3/5 |
Effects
| talent | Apply Poison |
| detrimental effect | The target has been revealed, reducing its stealth power by 13. Luminescence |
| beneficial effect | A flow of life spins around the target, regenerating 48.60 life per turn. Regeneration |
| beneficial effect | The target is out of phase with reality, increasing defense by 15, resist all by 15%, and reducing the duration of detrimental timed effects by 15%. Out of Phase |
| detrimental effect | The target is grappled, unable to move, and limited in its offensive capabilities. GrappledSilenced Pinned Damage reduced by 1 Slowed by 0 Damage per turn 29 |
| detrimental effect | The target is poisoned, taking 8.21 nature damage per turn. Poison |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| beneficial effect | Parrying melee and ranged attacks: Has a 35% chance to deflect up to 11 damage from the next 1.4 attack(s). Parried attacks cannot crit. Parrying |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
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 |
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 must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved talent Disarm (+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. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one warg claw. My usual ingredient gatherers draw the line at hunting wargs. Feel free to mock them on your way back.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed bear paw. 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 xorn fragment. * You've found the needed honey tree root. * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' | 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 within3 lumberjacks have died. | done |
Equipment
| Light source | [vs. Heatcrack (Light source)]Heatcrack Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10(-) fire Changes resistances: +1%(-) physical / +6%(-) fire / +3%(-) mind / +3%(-) temporal Changes damage: +9%(-) fire Light radius: +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. |
| Tool | [vs. Brandspike [power 73] (20 cooldown) (Tool)]Brandspike [power 73] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage (Melee): 0(-20) item blight disease Damage when hit (Melee): 12(-) blight / 12(-) fire Changes resistances penetration: +20%(-) fire Changes damage: +6%(-) blight Talents granted: +3.00(-) Telekinetic Blast It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 73 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | [vs. warrior's steel ring of darkness (+24%) (On fingers)]warrior's steel ring of darkness (+24%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 (-) Changes stats: +2(-) Str Changes resistances: +24%(-) darkness Changes damage: +12%(-) darkness Rings can have magical properties. |
| Around waist | [vs. Ce'Nith the hardened leather belt (Around waist)]Ce'Nith the hardened leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +9 (+5 eff.) (-) Ranged Defense: +9 (+3 eff.) (-) Changes resistances: +12%(-) darkness Mental save: +8 (+5 eff.) (-) Blindness immunity: +15% (-) Poison immunity: +15% (-) Stun/Freeze immunity: +10% (-) Knockback immunity: +20% (-) Spellpower: +5 (+4 eff.) (-) A belt that goes around your waist. |
| In main hand | [vs. Aerydor the Flarerot (118% power, 7 apr) (In main hand, 1 of 3)]Aerydor the Flarerot (118% power, 7 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Power: 118% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 (-) Crit. chance: +6.0% (-) Attack speed: 100% (-) On weapon hit: * 48% chance to cause random gloom Damage (Melee): +9(-) mind / +8(-) temporal / +8(-) nature When wielded/worn: Accuracy: +7 (+3 eff.) (-) Armour penetration: +6 (-) Damage when hit (Melee): 4(-) fire Changes stats: +4(-) Cun / +3(-) Wil Changes resistances: +6%(-) mind / +3%(-) fire Changes resistances penetration: +8%(-) physical / +10%(-) fire Changes damage: +3%(-) mind Sharp, short and deadly. Tap to cycle through comparison choices |
| Main armor | [vs. rejuvenating cured leather armour of the hero (2 def, 4 armour) (Main armor)]rejuvenating cured leather armour of the hero (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +2 (+1 eff.) (-) Fatigue: +7% (-) Changes stats: +3(-) Str / +4(-) Dex / +4(-) Mag / +4(-) Wil / +4(-) Cun Life regen: +2.60 (-) Stamina each turn: +0.90 (-) Maximum life: +32.00 (-) A suit of armour made of leather. |
| In off hand | [vs. Aerydor the Flarerot (118% power, 7 apr) (In main hand, 1 of 3)]dwarven-steel dagger 'Mayessra' (111% power, 15 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Power: 111% (-6%) Range: 1.3x (+0.0x) Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +15 (+8) Crit. chance: +6.0% (-) Attack speed: 100% (-) On weapon hit: * 0% chance to cause random gloom (-48%) On weapon crit: + cripple the target Damage Shield penetration (this weapon only): +22% Damage (Melee): +0(-9) mind / +0(-8) temporal / +0(-8) nature Burst (radius 2) on crit: +4 mind When wielded/worn: Accuracy: +6 (+3 eff.) (-1 (+0 eff.)) Armour penetration: +7 (+1) Physical crit. chance: +7.0% Damage when hit (Melee): 0(-4) fire / 8 temporal Changes stats: +0(-4) Cun / +0(-3) Wil Changes resistances: +0%(-6%) mind / +0%(-3%) fire Changes resistances penetration: +0%(-10%) fire / +8%(-) physical Changes damage: +3%(-) mind Maximum psi: +40.00 Sharp, short and deadly. Tap to cycle through comparison choices |
| Cloak | [vs. resilient cashmere cloak of Iron Throne (2 def, 0 armour) (Cloak)]resilient cashmere cloak of Iron Throne (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) (-) Changes stats: +1(-) Str / +2(-) Con Maximum life: +43.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. Feathersteel Amulet (Around neck)]Feathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% (-) Maximum encumbrance: +20 (-) Movement speed: +20% (-) Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
heat beam rune (43 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 43.60 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. Feathersteel Amulet (Around neck)]This item will automatically be transmogrified when you leave the level. insulating copper amulet of cunning (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: +0% (+20%) Changes stats: +3 Cun Changes resistances: +12% cold / +11% fire Maximum encumbrance: +0 (-20) Movement speed: +0% (-20%) Amulets can have magical properties. |
[vs. Aerydor the Flarerot (118% power, 7 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. acidic iron greatmaul of phasing (118% power, 10 apr) Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 118% (+0%) Range: 1.5x (+0.2x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 (+3) Crit. chance: +0.5% (-5.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to cause random gloom (-48%) On weapon crit: + splashes the target with acid Damage Shield penetration (this weapon only): +14% Damage (Melee): +9 acid / +0(-8) temporal / +0(-8) nature / +0(-9) mind When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Armour penetration: +0 (-6) Damage when hit (Melee): 0(-4) fire Changes stats: +0(-4) Cun / +0(-3) Wil Changes resistances: +0%(-6%) mind / +0%(-3%) fire Changes resistances penetration: +0%(-8%) physical / +0%(-10%) fire Changes damage: +0%(-3%) mind Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. Aerydor the Flarerot (118% power, 7 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. flaming iron greatmaul of massacre (126% power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 126% (+8%) Range: 1.5x (+0.2x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 (-6) Crit. chance: +0.5% (-5.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to cause random gloom (-48%) Damage (Melee): +0(-9) mind / +0(-8) temporal / +0(-8) nature Burst (radius 1) on hit: +9 fire When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Armour penetration: +0 (-6) Damage when hit (Melee): 0(-4) fire Changes stats: +0(-4) Cun / +0(-3) Wil Changes resistances: +0%(-6%) mind / +0%(-3%) fire Changes resistances penetration: +0%(-8%) physical / +0%(-10%) fire Changes damage: +0%(-3%) mind Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. Aerydor the Flarerot (118% power, 7 apr) (In main hand, 1 of 2)]Spectral Blade (127% power, 25 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 127% (+9%) Range: 1.6x (+0.3x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 (+18) Crit. chance: +3.0% (-3.0%) Attack speed: 111% (+11%) On weapon hit: * 0% chance to cause random gloom (-48%) Damage (Melee): +0(-8) temporal / +0(-9) mind / +0(-8) nature / +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Armour penetration: +0 (-6) Damage when hit (Melee): 0(-4) fire Changes stats: +0(-4) Cun / +0(-3) Wil Changes resistances: +0%(-6%) mind / +0%(-3%) fire Changes resistances penetration: +0%(-8%) physical / +0%(-10%) fire Changes damage: +0%(-3%) mind Mana each turn: +0.50 Spellpower: +5 (+3 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. Tap to cycle through comparison choices |
[vs. Aerydor the Flarerot (118% power, 7 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. River's Fury (125% power, 8 apr) Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Power: 125% (+7%) Range: 1.4x (+0.1x) Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 (+1) Crit. chance: +5.0% (-1.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to cause random gloom (-48%) Damage (Melee): +0(-8) temporal / +0(-9) mind / +0(-8) nature / +15 cold When wielded/worn: Accuracy: +10 (+5 eff.) (+3 (+2 eff.)) Armour penetration: +0 (-6) Damage when hit (Melee): 0(-4) fire Changes stats: +0(-4) Cun / +0(-3) Wil Changes resistances: +10% cold / +0%(-6%) mind / +0%(-3%) fire Changes resistances penetration: +0%(-8%) physical / +0%(-10%) fire Changes damage: +0%(-3%) mind / +10% cold Spellpower: +10 (+5 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: 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 5.92 cold damage and 5.92 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. Tap to cycle through comparison choices |
[vs. Aerydor the Flarerot (118% power, 7 apr) (In main hand, 1 of 3)]This item will automatically be transmogrified when you leave the level. flaming iron dagger (100% power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% (-18%) Range: 1.3x (+0.0x) Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (-2) Crit. chance: +4.0% (-2.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to cause random gloom (-48%) Damage (Melee): +0(-9) mind / +0(-8) temporal / +0(-8) nature Burst (radius 1) on hit: +5 fire When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Armour penetration: +0 (-6) Damage when hit (Melee): 0(-4) fire Changes stats: +0(-4) Cun / +0(-3) Wil Changes resistances: +0%(-6%) mind / +0%(-3%) fire Changes resistances penetration: +0%(-8%) physical / +0%(-10%) fire Changes damage: +0%(-3%) mind Sharp, short and deadly. Tap to cycle through comparison choices |
This item will automatically be transmogrified when you leave the level.scholar's pair of iron boots (0 def, 3 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Spellpower: +3 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.cleansing rough leather cap (0 def, 1 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% nature / +6% blight A cap made of leather. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
[vs. pouch of iron shots (18/18, 109% power, 1 apr) (Second weapon set: Quiver)]47 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 Armour Penetration: +0 (-1) Crit. chance: +0.0% (-4.0%) Capacity: 0 (-18) When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
[vs. Heatcrack (Light source)]This item will automatically be transmogrified when you leave the level. Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage when hit (Melee): 0(-10) fire Changes resistances: +0%(-3%) temporal / +30% light / +0%(-6%) fire / +0%(-3%) mind / +0%(-1%) physical Changes damage: +10% light / +0%(-9%) fire Light radius: +4 (+2) Healing mod.: +10% It can be used to call light (69 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
[vs. Brandspike [power 73] (20 cooldown) (Tool)]iron pickaxe of endurance (dig speed 37 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Damage (Melee): 0(-20) item blight disease Damage when hit (Melee): 0(-12) blight / 0(-12) fire Changes stats: +2 Str Changes resistances penetration: +0%(-20%) fire Changes damage: +0%(-6%) blight Talent granted: +0(+-3) Telekinetic Blast When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Asre the Shalore Rogue level 7
1st Summertide 122nd year of Ascendancy at 03:02 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Asre the Shalore Rogue level 8
1st Summertide 122nd year of Ascendancy at 22:32 see stats
Log
Porolle the warg hits Giant spider for 6 nature damage.
Giant spider misses Asre.
You are unable to move!
Asre hits Stone troll for 13 physical, 2 temporal, 2 nature, 3 mind, 9 physical (32 total damage).
Your shield crumbles under the damage!
The shield around Asre crumbles.
Asre is not crippled anymore.
Grappled from Porolle the warg hits Asre for (15 absorbed), 11 physical (12 total damage).
Poison from Porolle the warg hits Asre for 9 nature damage.
Stone troll misses Asre.
Asre hits Porolle the warg for (5 resist armour), 0 blight, (7 resist armour), 4 fire, (3 resist armour), 0 temporal (4 total damage).
Grappling hits Asre for 0 physical damage.
Porolle the warg hits Asre for 55 physical, 6 nature (62 total damage).
Giant spider misses Asre.
Poison from Porolle the warg hits Stone troll for 8 nature damage.
Deadly Poison from Asre hits Stone troll for 6 nature damage.
Deadly Poison from Asre hits War bear for 5 nature damage.
Asre is not stunned anymore.
Talent Rune: Phase Door is ready to use.
Talent Dig is ready to use.
Talent Dual Strike is ready to use.
Grappled from Porolle the warg hits Asre for 25 physical damage.
Poison from Porolle the warg hits Asre for 9 nature damage.
War bear misses Asre.
Asre casts Rune: Phase Door.
Asre is out of phase.
Porolle the warg lashes out with a spinning backhand.
Saving game...







































































