










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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:
Items Vault 1.5.0Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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.
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 1.5.10This 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 Possessor Bonus Class 1.5.4Donators/Buyers bonus! EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Shadowblade |
| Level / Exp | 23 / 94% |
| Size | small |
| Lifes / Deaths | Killed by worm that walks at level 22 on the 2nd Regrowth 123rd year of Ascendancy at 14:26 / 2Killed by minotaur at level 23 on the 10th Regrowth 123rd year of Ascendancy at 02:04 |
Primary Stats
| Strength | 20 (base 19) |
| Dexterity | 45 (base 27) |
| Constitution | 17 (base 16) |
| Magic | 37 (base 36) |
| Willpower | 14 (base 10) |
| Cunning | 55 (base 33) |
Resources
| Life | -39/717 |
| Mana | 230/252 |
| Stamina | 140/151 |
| Healing Factor | 0.55614973262032 |
| Regeneration | 2.8085561497326 |
Speed
| Mental | +13.730253703435% |
| Attack | 0% |
| Movement | 0% |
| Spell | +13.730253703435% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 42.505322849936 |
| See Invisible | 51.505322849936 |
Offense: Mainhand
| Damage | 71 |
| Accuracy | 63 |
| Crit Chance | 44% |
| APR | 33 |
| Speed | 0.79 |
Offense: Offhand
| Damage | 43 |
| Accuracy | 63 |
| Crit Chance | 29% |
| APR | 38 |
| Speed | 0.88 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 24% |
| Speed | 0.87927351556571 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +5% |
| Acid | +9% |
| Light | +15% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
| Lightning | +15% |
| Light | +20% |
Defense: Base
| Armour (hardiness) | 28 (67.820069204152%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 19 |
| Mental Save | 40 |
Defense: Resistances
| Physical | -9%( 70%) |
| Cold | -3%( 70%) |
| All | -20%( 70%) |
Defense: Immunities
| Knockback Resistance | 50% |
| Disarm Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 376 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 131 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 566% 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 Dexterity stat. |
Class Talents
| Technique / Duelist | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Technique / Dual techniques | 1.20 |
| 2/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 0/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Effects
| talent | Trained Reactions |
| talent | Chant of Fortitude |
| talent | Shadow Feed |
| detrimental effect | The target is on fire, taking 38.02 fire damage per turn. Burning |
| beneficial effect | Increases defense by 14. Mobile Defense |
| detrimental effect | The target's final doom is drawing near, reducing healing factor by 80% and dealing 57.74 arcane damage per turn. The effect will stop if the caster dies. Impending Doom |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The time distortion has created a restoration field, healing the target for 35 each turn. Temporal Restoration Field |
| beneficial effect | The target is recovering 19 life each turn. Recovery |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
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. | done |
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 failed to protect the lone alchemist from death by fire drake. Escort: lone alchemist (level 2 of Daikara) | failed |
You failed to protect the lone alchemist from death by snow giant thunderer. Escort: lone alchemist (level 4 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Dreadfell. Escort: lost tinker (level 2 of Dreadfell) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 |
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: * You've found the needed pouch of faeros ash. * You've found the needed red crystal shard. * You've found the needed storm wyrm claw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed vampire lord fang. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed naga tongue. * You've found the needed snow giant kidney. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Brodoyon the Unlightwitch (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +7 Lck +5 Dex dps ---------- Crit.mult +3.00% Acc +10 (+2 eff.) Melee Ret 16 darkness ----- def ----- Armour +3 Fatigue +3% Phys.save +9 (+5 eff.) Stealth +8 HP.reg +0.80 Heal.mod +10% A pair of boots made of leather. |
| Light source | bright brass lantern of clarity2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Light +5 See.Stealth +6 See.Invis +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. |
| On head | Siloriatira the Gleamworth (0 def, 4 armour)3.0 T3 head armor [Rare] Nature While equipped: Stats +4 Str +4 Wil dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +9% acid +15% light Res.pen +20% light Melee Ret 16 acid On Hit (Melee): * 30% chance to blind ----- def ----- Armour +4 Fatigue +4% Resists +8% physical Phys.save +10 (+5 eff.) ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Galethorn the dwarven-steel gauntlets (0 def, 6 armour)1.5 T3 hands armor [Rare] Master While equipped: dps ---------- Phys.crit +8.0% Spell.crit +6% Mind.crit +10% Crit.mult +8.00% Res.pen +15% lightning ----- def ----- Armour +6 Resists +1% physical Crit.dmg- 15.00% Knockbk- +10% Def/telep +15 Res/telep +15% Dur/telep +15% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | psionic dwarven-steel torque of psychoportation [power 36] (30 cooldown)2.0 T3 torque charm [Ego] Psionic Teleport randomly (rad 36) Puts all charms on 30 cooldown 100% to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 15 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| On fingers | stralite ring of misery0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 9 bleed Ranged+ 11 bleed On Hit (Melee): * 15% chance to cause random gloom On Hit (Ranged): * 12% chance to cause random gloom ---------- misc Hate/m.crit +1.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| Around neck | Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
| In main hand | Swordbreaker (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+7 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Around waist | Mighty Girdle1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Unerring Scalpel (15-19.5 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
| Cloak | cashmere cloak 'Yverildabeth' (2 def, 9 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Dex +1 Mag +2 Cun dps ---------- Crit.mult +10.00% Spell.pwr +6 (+2 eff.) Res.pen +5% blight Acc +3 (+0 eff.) Apr +5 ----- def ----- Armour +9 Defense +2 (+0 eff.) Resists +14% cold Max.HP +30.00 ---------- misc Mana/turn +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide rough leather armour of Eyal (1 def, 2 armour)9.0 T1 light armor [Ego++] Nature While equipped: ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Max.HP +71.00 HP.reg +4.00 Heal.mod +20% A suit of armour made of leather. |
Inventory
heat beam rune of the psychic (100 fire damage)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 100.47 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 50 for 3 turns)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 50 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets can have magical properties. |
conjurer's steel ring of light (+22%)0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +4 Wil +4 Mag dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +11% light ----- def ----- Resists +22% light Rings can have magical properties. |
gladiator's stralite ring of perseverance0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +6 Str +5 Con dps ---------- Phys.pwr +9 (+3 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +28% Rings can have magical properties. |
marksman's steel ring of light (+24%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +12% light Acc +8 (+2 eff.) ----- def ----- Resists +24% light Rings can have magical properties. |
savior's copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Phys.save +7 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Rings can have magical properties. |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings can have magical properties. |
titan's copper ring of perseverance0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) HP.reg +0.90 Stun/Frz- +21% Rings can have magical properties. |
Silent Blade (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Umbral Razor (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Cun, 10% Mag, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 2.0 Pwr.cost 8 out of 10/10. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 81.09 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
flaming dwarven-steel greatmaul of paradox (44.5-66.75 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego] Arcane Power 44.5 - 66.8 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +12 temporal On Hit.r1 +12 fire While equipped: dps ---------- Melee Ret 14 temporal ----- def ----- Resists +13% temporal Massive two-handed mauls. |
yew longbow4.0 T3 longbow 2H weapon Reqs Shoot [Normal] Acc+ +0.2% crit / acc Atk.spd 125% Range +8 Longbows are used to shoot arrows at your foes. |
arcing dwarven-steel mace (28-39.2 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Ego] Arcane Power 28.0 - 39.2 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +8 lightning On Hit: * 25% chance for lightning to arc to a second target Blunt and deadly. |
dwarven-steel mace (29.5-41.3 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Normal] Power 29.5 - 41.3 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Blunt and deadly. |
dwarven-steel mace (24.5-34.3 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Normal] Power 24.5 - 34.3 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Blunt and deadly. |
dwarven-steel mace (27-37.8 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Normal] Power 27.0 - 37.8 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Blunt and deadly. |
void walker's ash magestaff of protection (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Ego++] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% arcane ----- def ----- Resists +7% temporal +6% darkness +8% arcane Anom.red +12 Def/telep +5 Res/telep +8% Dur/telep +16% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of fate (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness ----- def ----- Phys.save +7 (+4 eff.) Spell.save +7 (+4 eff.) Mind.save +7 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
blurring rough leather belt of resilience1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Defense +8 (+2 eff.) Stealth +6 Max.HP +35.00 A belt that goes around your waist. |
hardened leather belt1.0 T3 belt armor [Normal] A belt that goes around your waist. |
Duatheloozer the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind +12% darkness Res.pen +20% darkness ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +3% darkness +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Fearfire Mantle (14 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+4 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
murderer's cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Acc +5 (+1 eff.) Apr +5 ----- def ----- Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak (2 def, 7 armour)2.0 T3 cloak armor [Ego] Master While equipped: ----- def ----- Armour +7 Defense +2 (+0 eff.) Resists +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe (2 def, 0 armour)2.0 T3 cloth armor [Normal] While equipped: ----- def ----- Defense +2 (+0 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eloma the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +10 Dex +2 Wil ----- def ----- Armour +3 Fatigue +3% Resists +7% lightning +7% temporal ---------- misc See.Invis +12 A pair of boots made of leather. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
undeterred pair of dwarven-steel boots of evasion (11 def, 4 armour)3.0 T3 feet armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +11 (+3 eff.) Fatigue +3% Silence- +20% Confus- +29% Stun/Frz- +25% Evasion: (Instant) Puts all charms on 30 cooldown Level 3.9 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 25 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 73.82 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
sand rough leather gloves of strength (+3) (0 def, 6 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 5 physical Dmg.mod +4% physical ----- def ----- Armour +6 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
The Black Crown (0 def, 15 armour)3.0 T4 head armor [Unique] Arcane/Master While equipped: Stats +10 Con +10 Wil ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight ---------- misc Masteries +0.20 Corruption/Demon seeds +0.20 Corruption/Demonic pact ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing rough leather cap of the depths (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +7% cold Phys.save +11 (+6 eff.) ---------- misc Breathe water A cap made of leather. |
dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Str 28 [Normal] While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% A suit of armour made of mail. |
radiant steel mail armour of clarity (2 def, 6 armour)14.0 T2 heavy armor [Ego+] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Melee Ret 5 light ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +14% Resists +11% blight +10% darkness +6% mind Mind.save +14 (+5 eff.) ---------- misc Light +1 A suit of armour made of mail. |
spiked dwarven-steel plate armour of stability (5 def, 11 armour)17.0 T3 massive armor Reqs Str 35 Heavy Armour Training 3 [Ego] Master While equipped: dps ---------- Melee Ret 12 physical ----- def ----- Armour +11 Defense +5 (+1 eff.) Fatigue +24% Resists +7% physical Phys.save +12 (+6 eff.) A suit of armour made of metal plates. |
44 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
8 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. |
Festerkiss the dwarven-steel pickaxe (dig speed 24 turns)3.0 T3 digger tool [Rare] Arcane While equipped: Stats +7 Str +7 Wil dps ---------- Phys.crit +10.0% Mind.crit +7% Mind.pwr +12 (+6 eff.) Melee Ret 16 nature ---------- misc Psi/ret +0.16 Telepathy Demon/Minor Demon/Major While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's dwarven-steel pickaxe (dig speed 29 turns)3.0 T3 digger tool [Ego] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quick elm wand of conjuration [power 79] (8 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 40 to 79 Puts all charms on 8 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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. |
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. |
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 (Roguelike)
Killed Ben Cruthdar the Cursed.By Rick the Halfling Shadowblade level 10
16th Dusk 122nd year of Ascendancy at 13:35 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By Rick the Halfling Shadowblade level 17
63rd Haze 122nd year of Ascendancy at 06:19 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Rick the Halfling Shadowblade level 17
62nd Haze 122nd year of Ascendancy at 20:41 see stats
Level 10 (Roguelike)
Got a character to level 10.By Rick the Halfling Shadowblade level 10
16th Dusk 122nd year of Ascendancy at 13:34 see stats
Level 20 (Roguelike)
Got a character to level 20.By Rick the Halfling Shadowblade level 20
2nd Allure 123rd year of Ascendancy at 18:24 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Rick the Halfling Shadowblade level 15
24th Haze 122nd year of Ascendancy at 18:33 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Rick the Halfling Shadowblade level 9
5th Dusk 122nd year of Ascendancy at 07:20 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Rick the Halfling Shadowblade level 18
77th Haze 122nd year of Ascendancy at 23:34 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Rick the Halfling Shadowblade level 9
3rd Dusk 122nd year of Ascendancy at 15:58 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Rick the Halfling Shadowblade level 17
77th Haze 122nd year of Ascendancy at 05:53 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Rick the Halfling Shadowblade level 20
3rd Allure 123rd year of Ascendancy at 16:09 see stats
Unstoppable (Roguelike)
Returned from the dead.By Rick the Halfling Shadowblade level 22
2nd Regrowth 123rd year of Ascendancy at 14:26 see stats
Log
Minotaur hits Rick for (34 reacted , -4 stam), (45 to time), 66 physical (66 total damage).
Cold flames trap hits Minotaur for 50 cold damage.
Forgery of Haze (vampire lord) casts Impending Doom.
Rick is doomed!
Rick is encased in ice!
Cold flames trap hits Ghoul for 50 cold damage.
Cold flames trap hits Vampire lord for 10 cold damage.
Cold flames trap hits Rick for 52 cold damage.
Impending Doom from Forgery of Haze (vampire lord) hits Rick for (19 to ice), 28 arcane (28 total damage).
Burning from Minotaur hits Rick for (18 to ice), 27 fire (27 total damage).
Rick is confused and fails to use Infusion: Regeneration.
Minotaur performs a melee critical strike against Rick!
Rick is recovering from the damage!
Rick hits Iceblock for 14 darkness, 15 acid (28 total damage).
Minotaur hits Rick for (107 to ice), 160 physical, (7 to ice), 11 cold (170 total damage).
Rick forces the iceblock to shatter.
Ghoul hits Rick for (12 to ice), 18 physical (18 total damage).
Rick hits Iceblock for 14 darkness damage.
Rick is free from the ice.
Cold flames trap hits Minotaur for 50 cold damage.
Cold flames trap hits Skeleton warrior for 50 cold damage.
Cold flames trap hits Ghoul for 50 cold damage.
Cold flames trap hits Vampire lord for 10 cold damage.
Cold flames trap hits Rick for 52 cold damage.
Vampire lord uses Stun.
Vampire lord misses Rick.
Minotaur uses Stunning Blow.
Rick reacts to an attack from Minotaur, mitigating the blow!.
Saving game...



























































































































