












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escort Rescheduling 1.3.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.5.0Donators/Buyers bonus! Cornac Rectification 1.5.10The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Select your Escorts 1.5.10Allows 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:
Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. 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 Post Effects fixes 1.5.10The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Adventurer |
| Level / Exp | 19 / 42% |
| Size | big |
| Lifes / Deaths | Killed by Aradhetha the vampire at level 18 on the 8th Wealth 122nd year of Ascendancy at 02:50 / 2Killed by Takon the Invoker at level 19 on the 11st Wealth 122nd year of Ascendancy at 03:57 |
Primary Stats
| Strength | 35.417639711878 (base 33) |
| Dexterity | 14 (base 12) |
| Constitution | 30 (base 12) |
| Magic | 50 (base 47) |
| Willpower | 23 (base 13) |
| Cunning | 17 (base 12) |
Resources
| Mana | 303/303 |
| Equilibrium | 43 |
| Vim | 81/152 |
| Life | -178/504 |
| Stamina | 160/160 |
| Psi | 103/103 |
| Healing Factor | 1.25 |
| Regeneration | 1.5625 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Stealth | 10 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 24 |
| Crit Chance | 9% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 11 |
| Accuracy | 24 |
| Crit Chance | 8% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 5% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +47% |
| Temporal | +9% |
| Physical | +10% |
| Arcane | +6% |
| Acid | +9% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 63.946269433051 (74.117647058824%) |
| Defense | 23 |
| Ranged Defense | 30 |
| Fatigue | 44 |
| Physical Save | 40 |
| Spell Save | 40 |
| Mental Save | 27 |
Defense: Resistances
| Blight | + 10%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 36%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 12%( 70%) |
| Temporal | + 18%( 70%) |
| Darkness | + 16%( 70%) |
| Physical | + 12%( 70%) |
| Fire | + 42%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Bleed Resistance | 50% |
| Knockback Resistance | 0% |
Inscriptions (3/3)
| 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 247 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 452% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Spell / Eldritch shield | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic pact | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Corruption / Doom shield | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen power | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Air | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Arcane Combat |
| talent | Skate |
| talent | Shards |
| talent | Hardened Core |
| talent | Abyssal Shield |
| talent | Beyond the Flesh |
| detrimental effect | The target is hexed, granting it 38% chance each turn to be dazed for 3 turns. Pacification Hex |
| detrimental effect | The target is infected by a disease, reducing its strength by 16 and doing 27.48 blight damage per turn. Weakness Disease |
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 |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 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 xorn fragment. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed black mamba head. * You've found the needed electric eel tail. 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 minotaur nose. * You've found the needed honey tree root. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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
| Psionic focus | Ravenshaper (15-18 power, 3 apr, lightning element) 5.0 T2 staff 1H weapon [Rare] 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% On Hit: * 40% chance to inflict 15% damage reduction While equipped: Stats +3 Wil dps ---------- Spell.crit +2% Crit.mult +5.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning ---------- misc Mana/turn +0.16 Hate/m.crit +1.00 Max.mana +30.00 Talents +2 Flame Bolts +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | iron gauntlets 'Flashwrest' (0 def, 1 armour)1.5 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +18% lightning Res.pen +5% nature Melee Ret 4 lightning On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +1 Resists +9% lightning HP.reg +1.00 ---------- misc Stam/turn +0.70 Max.stam +11.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 104.32 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 104.32 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On feet | Emibeth the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +2 Mag +3 Con dps ---------- Dmg.mod +9% acid +6% arcane Melee Ret 12 arcane ----- def ----- Armour +3 Fatigue +3% Resists +8% cold +7% fire Spell.save +3 (+1 eff.) ---------- misc Spell.cld 10% Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Tool | Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 136.99 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
| On fingers | wizard's copper ring of lightning (+22%) 0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Spell.save +6 (+2 eff.) ---------- misc Vim/ret +2.00 Rings can have magical properties. |
| On fingers | Amykor the steel ring 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +3 Cun +7 Con dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +10% mind ----- def ----- Defense +6 (+3 eff.) Resists +3% blight +9% fire +3% darkness Phys.save +6 (+2 eff.) ---------- misc Vim/ret +1.00 Rings can have magical properties. |
| Around neck | warrior's steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +5% physical Heal.mod +10% Cut- +50% ---------- misc Stam/turn +0.30 Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 128 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | icy dwarven-steel shield of lightning resistance (+21%) (8 def, 2 armour, 29.5-35.4 power, 76 block)7.0 T3 shield armor [Ego] Nature/Master When used to Attack: Power 29.5 - 35.4 Physical Uses 60% Wil Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +3.5% Block +76 Melee+ +13 cold While equipped: dps ---------- Melee+ 5 cold Melee Ret 11 ice ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% Resists +21% lightning ---------- misc Talents +3 Block Handheld deflection devices. |
| Around waist | Brenostir the Cracklestake1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str +4 Dex +2 Cun dps ---------- Phys.pwr +3 (+2 eff.) ----- def ----- Resists +9% lightning Spell.save +6 (+2 eff.) ---------- misc Light +1 See.Invis +6 Size +1 A belt that goes around your waist. |
| In off hand | steel shield 'Brodufast' (6 def, 2 armour, 12.5-15 power, 35.5 block)7.0 T2 shield armor [Random Unique] Arcane/Master When used to Attack: Power 12.5 - 15.0 Physical Uses 60% Wil Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +3.0% Block +36 On Hit.r1 +8 mind +8 blight On Crit.r2 +12 light +14 darkness On Hit: * 20% chance to cause random gloom While equipped: ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +20% lightning +16% fire +5% light +6% darkness ---------- misc Talents +2 Block On block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
| Cloak | Blazetyphoon the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Defense +1 (+0 eff.) Resists +9% temporal +6% fire +6% cold +3% nature +5% arcane Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eredir (4 def, 20 armour)17.0 T2 massive armor [Random Unique] Master While equipped: dps ---------- Dmg.mod +9% temporal ----- def ----- Armour +20 Defense +4 (+2 eff.) Fatigue +13% Resists +17% cold +3% temporal Phys.save +13 (+4 eff.) A suit of armour made of metal plates. |
Inventory
wild infusion of the psychic (resist 15%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune (623% regen over 10 turns; 31 instant mana)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 623% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Gunandil the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: Stats +4 Dex +6 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% Resists +13% blight +10% nature +6% mind Mind.save +6 (+3 eff.) HP.reg +0.30 Blind- +10% Poison- +20% Disease- +27% ---------- misc Stam/turn +0.50 Infravis +4 Sight +2 See.Invis +6 Telepathy Demon/Minor Demon/Major Amulets can have magical properties. |
insulating copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +11% cold +11% fire Amulets can have magical properties. |
rogue's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+4 eff.) Rings can have magical properties. |
steel ring 'Lightgrit'0.1 T2 ring jewelry [Rare] Psionic While equipped: ----- def ----- Resists +6% mind +9% light Mind.save +7 (+3 eff.) Confus- +22% Rings can have magical properties. |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Rings can have magical properties. |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings can have magical properties. |
Silent Blade (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Cun 25 [Unique] Master Power 25.0 - 32.5 Physical Uses 21% Wil, 33% Cun 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 (+5 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Unerring Scalpel (15-19.5 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 27% Wil, 33% Cun Acc+ +0.5% APR / acc Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+10 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. |
insidious steel greatmaul (26-39 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Nature Power 26.0 - 39.0 Physical Uses 72% Wil Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +23 insidious poison Massive two-handed mauls. |
steel greatmaul 'Lustreprophet' (38-57 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Master Power 38.0 - 57.0 Physical Uses 72% Wil Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +8 acid While equipped: dps ---------- Dmg.mod +15% acid Res.pen +15% acid +20% light On Hit (Melee): * 30% chance to blind ----- def ----- Resists +6% acid Massive two-handed mauls. |
Zerydil the iron greatsword (16-25.6 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Disrupt Power 16.0 - 25.6 Physical Uses 72% Wil Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% On Hit: * Slows global speed by 10% * leeches stamina from the target While equipped: dps ---------- Melee Ret 9 nature slow ----- def ----- Defense +9 (+4 eff.) Rng.Def +9 (+4 eff.) Resists +6% acid +6% cold +6% mind Cut- +10% Pinning- +10% Massive two-handed swords. |
steel longsword (14.5-20.3 power, 3 apr)3.0 T2 longsword 1H weapon [Normal] Power 14.5 - 20.3 Physical Uses 60% Wil Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
Khelihad (14.5-20.3 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Nature Power 14.5 - 20.3 Physical Uses 60% Wil Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% On Crit.r2 +8 fire While equipped: Stats +6 Str dps ---------- Phys.crit +3.0% All.spd +3% Res.pen +10% mind +8% fire ----- def ----- Die.at -80.00 life ---------- misc Max.stam +20.00 Blunt and deadly. |
Starhunt4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Rare] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 On Crit.r2 +6 mind +4 light While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +3% mind Acc +7 (+3 eff.) ----- def ----- Resists +15% light ---------- misc Light +2 Slings are used to hurl stones or metal shots at your foes. |
elm magestaff (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elm magestaff (12-14.4 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Ego] Arcane Power 12.0 - 14.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +6 (+2 eff.) Dmg.mod +12% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Brodufast the rough leather belt1.0 T1 belt armor [Rare] Disrupt While equipped: Stats +2 Cun +4 Wil dps ---------- Mind.crit +4% ----- def ----- Resists +6% acid +6% blight ---------- misc Psi/ret +0.08 A belt that goes around your waist. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Cyruvea (6 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% lightning +12% cold +11% acid ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +16% lightning +18% cold +22% acid Phys.save +3 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Anedar the Glintrain (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +3 Dex dps ---------- Res.pen +5% light Melee Ret 4 light On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +1 Fatigue +1% Resists +6% light +3% darkness Stealth +7 ---------- misc Light +3 A pair of boots made of leather. |
Shockdash the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +12% arcane Res.pen +20% lightning ----- def ----- Armour +3 Fatigue +2% ---------- misc Mana/turn +0.08 Max.mana +60.00 Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Armindil' (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Crit.mult +5.00% S.pwr/crit +2 ----- def ----- Armour +3 Fatigue +2% Resists +6% cold +5% fire Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Cuthofast' (9 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +15% mind Res.pen +10% mind ----- def ----- Armour +1 Defense +9 (+4 eff.) Rng.Def +9 (+4 eff.) Fatigue +1% Resists +6% fire +3% mind +5% cold A pair of boots made of leather. |
traveler's pair of iron boots of uncanny dodging (2 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +2 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue -2% Phys.save +6 (+2 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves 'Lorubers' (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Mind.crit +5% Acc +11 (+5 eff.) ----- def ----- Armour +1 Mind.save +9 (+4 eff.) Heal/summ +10 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Zuboba (1 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Dex +4 Mag +3 Wil dps ---------- Mind.crit +1% ----- def ----- Defense +1 (+0 eff.) Phys.save +5 (+2 eff.) ---------- misc Telepathy Demon/Minor Demon/Major A pointy cloth hat, very wizardly... |
Zubygarin the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Str +5 Dex +1 Wil +4 Cun ----- def ----- Armour +3 Fatigue +3% Resists +5% cold ---------- misc Infravis +1 Breathe water A cap made of leather. |
hardened leather cap 'Getudas' (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +9 Con ----- def ----- Armour +3 Fatigue +3% Resists +11% acid +6% blight +8% fire +20% lightning +7% cold Spell.save +30 (+10 eff.) A cap made of leather. |
cured leather armour of cold resistance (2 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +15% cold A suit of armour made of leather. |
12 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
183 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 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. |
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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
demon seed [fire imp] (level 10, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +1 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 14, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Flame Bolts Demon status: alive (15% life). The seed of a demon. |
demon seed [fire imp] (level 14, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 24, finger)0.0 T2 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 13, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Mana/turn +0.50 Talents +2 Frost Grab Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 12, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 13, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 16, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 6, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +1 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
Brenifang (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- Phys.crit +4.0% Spell.crit +1% ----- def ----- Resists +6% darkness +6% fire Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +0.60 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
crystalomancer's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego+] Arcane While equipped: Stats +1 Str +2 Mag dps ---------- Spell.crit +5% ---------- misc Max.mana +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
13 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Elille2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +9% mind Res.pen +20% mind ----- def ----- Resists +5% arcane ---------- misc Light +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. |
Hettintir2.0 T1 lite [Rare] Master While equipped: Stats +4 Wil ----- def ----- Fatigue -2% ---------- misc Light +4 Infravis +3 Telepathy Demon/Minor Demon/Major 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. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (74 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of focus2.0 T1 lite [Ego] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 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. |
Hellthorn the dwarven-steel torque of psychoportation [power 36] (30 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% fire ----- def ----- Resists +3% nature +9% cold +5% arcane +9% darkness Spell.save +6 (+2 eff.) Teleport randomly (rad 36) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
warded iron torque of psychoportation [power 21] (30 cooldown)2.0 T1 torque charm [Ego+] Psionic While equipped: ---------- misc Wards +1 physical +2 mind +2 darkness Talents +1 Ward Teleport randomly (rad 21) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
3 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. |
6 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. |
3 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. |
10 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
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By TooShielded4Tesla the Dwarf Adventurer level 10
16th Profit 122nd year of Ascendancy at 16:49 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By TooShielded4Tesla the Dwarf Adventurer level 16
42nd Profit 122nd year of Ascendancy at 00:13 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By TooShielded4Tesla the Dwarf Adventurer level 5
19th Voratun 122nd year of Ascendancy at 15:12 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By TooShielded4Tesla the Dwarf Adventurer level 7
6th Profit 122nd year of Ascendancy at 19:55 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By TooShielded4Tesla the Dwarf Adventurer level 7
5th Profit 122nd year of Ascendancy at 17:22 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By TooShielded4Tesla the Dwarf Adventurer level 18
9th Wealth 122nd year of Ascendancy at 02:41 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By TooShielded4Tesla the Dwarf Adventurer level 15
37th Profit 122nd year of Ascendancy at 14:27 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By TooShielded4Tesla the Dwarf Adventurer level 18
8th Wealth 122nd year of Ascendancy at 02:50 see stats
Log
TooShielded4Tesla is afflicted by a weakness disease!
You carry too much--you are encumbered!
Drop some of your items.
Weakness Disease from Takon the Invoker hits TooShielded4Tesla for 29 blight damage.
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Takon the Invoker uses Wrath of the Woods.
Takon the Invoker radiates power.
Weakness Disease from Takon the Invoker hits TooShielded4Tesla for 33 blight damage.
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Takon the Invoker casts Pacification Hex.
TooShielded4Tesla is hexed!
TooShielded4Tesla is dazed!
TooShielded4Tesla is not dazed anymore.
Weakness Disease from Takon the Invoker hits TooShielded4Tesla for 26 blight damage.
--------------------------------
Takon the Invoker casts Soul Rot.
Takon the Invoker's spell attains critical power!
Takon the Invoker is surging arcane power.
TooShielded4Tesla is dazed!
TooShielded4Tesla is not dazed anymore.
Talent Surge of Power is ready to use.
Weakness Disease from Takon the Invoker hits TooShielded4Tesla for 26 blight damage.
--------------------------------
Takon the Invoker's Soul Rot hits TooShielded4Tesla for 354 blight damage.
Takon the Invoker casts Drain.
Saving game...


































































































