











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns.
NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.6Donators/Buyers bonus! Golem Speed Lock 1.7.0Adds an option to the Sher'Tul fortress butler to spend some fortress energy enhancing your golem to match your movement speed. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Ashes of Urh'Rok 1.7.4Official 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 1.7.4Combines 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: Sun's Vengeance Shader 1.7.4Adds a full-screen shader for the Sun's Vengeance proc. Smarter Rest 1.7.6智能休息: Rest becomes smarter: Embers of Rage 1.7.4Official 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 1.7.2Quality 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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Ogre |
| Class | Writhing One |
| Level / Exp | 25 / 21% |
| Size | big |
| Lifes / Deaths | Killed by Elita the temporal stalker at level 25 on the 18th Haze 122nd year of Ascendancy at 16:12 / 1 |
Primary Stats
| Strength | 22 (base 15) |
| Dexterity | 22 (base 10) |
| Constitution | 44 (base 37) |
| Magic | 77 (base 54) |
| Willpower | 18 (base 10) |
| Cunning | 34 (base 21) |
Resources
| Life | -153/748 |
| Mana | 129/284 |
| Insanity | 19/100 |
| Healing Factor | 1.3955007465519 |
| Regeneration | 9.0009798152598 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +66.31788189224% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 14 |
| Infravision | 7 |
| See Stealth | 46.668763219123 |
| See Invisible | 46.668763219123 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 58 |
| Crit Chance | 8% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 63 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Blight | +4% |
| Arcane | +4% |
| Cold | +43% |
| All | 0% |
| Lightning | +3% |
| Light | +14% |
| Physical | +12% |
| Darkness | +14% |
Offense: Damage Penetration
| Darkness | +9% |
| Physical | +16% |
| Temporal | +5% |
Defense: Base
| Armour (hardiness) | 35 (48.304188961773%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 36 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 37%( 70%) |
| Arcane | + 23%( 70%) |
| Cold | + 51%( 70%) |
| All | + 14%( 70%) |
| Lightning | + 24%( 70%) |
| Light | + 23%( 70%) |
| Temporal | + 22%( 70%) |
| Physical | + 15%( 70%) |
| Darkness | + 38%( 70%) |
| Fire | + 35%( 70%) |
| Nature | + 19%( 70%) |
Defense: Immunities
| Teleport Resistance | 10% |
| Silence Resistance | 20% |
| Bleed Resistance | 20% |
| Confusion Resistance | 71% |
| Disarm Resistance | 24% |
| Stun Resistance | 42% |
| Instadeath Resistance | 100% |
| Blind Resistance | 30% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 436 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 2.5 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 388 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 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%. Its effects scale with your Strength stat. |
Class Talents
| Demented / Tentacles | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 71. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed snow giant kidney. * You've found the needed honey tree root. 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 warg claw. * You've found the needed electric eel tail. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have failed to destroy the Worm in time, the Sanctuary has been destroyed. | failed |
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
| On feet | undeterred pair of rough leather boots of phasing (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag / +2 Wil Silence immunity: +20% Confusion immunity: +21% Stun/Freeze immunity: +22% It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
| Light source | Floeglory the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +9% darkness / +12% fire Changes damage: +27% cold Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| Tool | overpowered ash totem of healing [power 308] (22 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 308 Activation puts all charms on cooldown for 22 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel ring 'Thunderpulverizer' =main=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +8 Physical power: +6 (+2 eff.) Defense: +7 (+3 eff.) Damage when hit (Melee): 2 lightning Changes stats: +4 Str / +5 Con Changes resistances: +24% acid / +9% lightning Changes damage: +12% acid / +3% darkness / +3% lightning It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | Shivermaim =6cun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Damage when hit (Melee): 2 cold Changes stats: +6 Cun / +6 Dex Changes resistances: +1% physical / +3% fire / +6% nature / +9% darkness Cut immunity: +20% Teleport immunity: +10% Rings make your fingers look great! |
| Around waist | BregonikInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Con Changes resistances: +5% arcane Confusion immunity: +20% Life regen: +6.20 Healing mod.: +15% A belt that goes around your waist. |
| In main hand | Ce'Nussra the steel mace (119% power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Power: 120% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +5 Defense: +6 (+2 eff.) Changes resistances penetration: +7% physical Disarm immunity: +24% Equilibrium when hit: +0.04 Spellpower: +25 (+6 eff.) Mental crit. chance: +1% Blunt and deadly. |
| On hands | Erelyrain the hardened leather gloves (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +2 Damage (Melee): 5 light / 4 arcane Changes stats: +5 Dex / +5 Mag / +5 Wil Changes resistances: +10% light / +5% arcane Changes resistances penetration: +5% temporal Changes damage: +4% light / +4% arcane Maximum stamina: +30.00 Spellpower: +6 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Scaldsquall (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +3% lightning / +9% temporal / +3% acid / +24% cold / +9% fire / +11% all Changes resistances penetration: +9% darkness / +9% physical Changes damage: +16% cold / +7% darkness / +12% physical Mental save: +17 (+9 eff.) Maximum hate: +7.00 Mindpower: +11 (+6 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Darkterror the cashmere cloak (2 def, 22 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +22 Defense: +2 (+1 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 16% Changes stats: +2 Dex / +4 Mag Changes resistances: +19% cold Stamina each turn: +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% 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
Salewyn the copper amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con / +2 Mag Changes resistances: +1% physical Changes damage: +3% temporal Physical save: +3 (+2 eff.) Stamina each turn: +1.00 Mana each turn: +0.14 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +23.00 Maximum stamina: +30.00 Amulets make your neck look great! |
grounding copper amulet of cunning (+3) =3cun=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +11% lightning Stun/Freeze immunity: +23% Amulets make your neck look great! |
Sootkin the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Armour: +10 Changes resistances: +2% physical / +14% temporal Changes resistances penetration: +5% darkness / +10% acid Pinning immunity: +23% Knockback immunity: +24% Stamina each turn: +3.00 Amulets make your neck look great! |
rogue's steel ring =3cun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Rings make your fingers look great! |
steel citrine ring =5cun=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Mindpower: +8 (+4 eff.) Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.shimmering elm magestaff (100% power, 2 apr, cold element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% cold Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +30.00 Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff of illumination (117% power, 3 apr, cold element)Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 117% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +6 (+2 eff.) Changes damage: +18% cold Talent granted: +1 Command Staff Spellpower: +9 (+2 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.5 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 151.29 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
steel greatsword 'Cyruvea' (129% power, 2 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 130% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 29 * 25% chance for lightning to strike from the target to a second target dealing 105 damage Damage (Melee): +10 blight / +12 temporal When wielded/worn: Changes stats: +3 Wil Changes resistances: +10% temporal Disease immunity: +21% Hate when firing a critical mind attack: +2.00 Mindpower: +10 (+5 eff.) Massive two-handed swords. |
Zutir the voratun longsword (167% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 168% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 105 acid damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +14.0% Changes resistances penetration: +9% acid Changes damage: +21% acid / +9% arcane Critical mult.: +10.00% Maximum vim: +10.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Xeldann (132% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 133% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +38 (+9 eff.) Armour penetration: +10 Damage when hit (Melee): 4 physical Changes resistances: +3% acid / +2% physical Changes resistances penetration: +9% all Hate when firing a critical mind attack: +3.00 Mindpower: +15 (+8 eff.) Mental crit. chance: +1% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.focusing Rags of the Sanctuary of alchemy (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances: +11% acid / +11% physical / +11% fire / +11% cold / +7% all Changes damage: +6% acid / +7% physical / +7% fire / +7% cold Talent cooldown: Refit Golem (-3 turns) Mana each turn: +0.11 Psi each turn: +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Weepworth (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 45% Damage when hit (Melee): 2 nature Changes resistances: +12% darkness / +12% mind / +9% all Changes resistances penetration: +5% mind / +25% nature Changes damage: +9% nature / +6% cold Physical save: +12 (+6 eff.) Spell save: +12 (+5 eff.) Mental save: +22 (+11 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Lightwinter' (3 def, 4 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Changes stats: +5 Mag / +5 Wil Changes resistances: +15% blight / +3% light / +9% all Changes resistances penetration: +10% acid Changes damage: +15% blight / +3% light Physical save: +17 (+9 eff.) Mana each turn: +0.15 Psi each turn: +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
iron mail armour (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
Eilinudaba =5cun=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 acid Changes stats: +5 Cun Changes resistances: +6% lightning / +7% temporal / +15% acid Maximum hate: +8.00 Mental crit. chance: +2% A belt that goes around your waist. |
linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Glitterbiter' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 45% Changes stats: +1 Str / +2 Dex / +1 Wil / +2 Cun / +1 Con Changes resistances: +6% light Changes damage: +3% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
stealthy pair of rough leather boots of disengagement (0 def, 1 armour) =3cun=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +6 Dex / +3 Cun / +5 Lck Stealth bonus: +5 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.5 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 157% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
pair of hardened leather boots 'Golle' (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Stamina each turn: +0.60 Maximum stamina: +13.00 Maximum hate: +6.00 Spellpower: +5 (+1 eff.) Mindpower: +5 (+3 eff.) Mental crit. chance: +5% Movement speed: +25% A pair of boots made of leather. |
Flamewrought (0 def, 2 armour) =2cun=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 4.5 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 44.14 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Silowe the rough leather cap (10 def, 1 armour) =3cun=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Physical crit. chance: +1.0% Armour: +1 Defense: +10 (+4 eff.) Fatigue: +1% Changes stats: +3 Cun / +5 Dex Physical save: +9 (+5 eff.) A cap made of leather. |
Layalle the hardened leather cap (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce armor by 39% * 20% chance to reduce all saves and defense by 19 Changes resistances: +3% acid / +8% nature / +3% mind Changes damage: +6% mind Spell save: +5 (+3 eff.) Maximum life: +62.00 Healing mod.: +11% A cap made of leather. |
Unrorachik (0 def, 3 armour) =uwb=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str / +4 Wil Changes resistances: +11% cold Allows you to breathe in: water Spell save: +6 (+3 eff.) Healing mod.: +15% A cap made of leather. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
765 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern 'Hathilechak' =4cunny=Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Cun Changes resistances: +6% lightning Physical save: +12 (+6 eff.) Poison immunity: +20% Light radius: +3 Healing mod.: +12% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying 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) Activation costs 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 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 Activation costs 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. |
innervating iron torque of psionic shield [power 23] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 23 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing 'Beremnir' [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +8 Changes stats: +1 Wil / +2 Cun / +2 Con Changes resistances: +2% physical It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Surely i won't die in T1 again the Ogre Writhing One level 7
4th Mirth 122nd year of Ascendancy at 01:19 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Surely i won't die in T1 again the Ogre Writhing One level 23
15th Haze 122nd year of Ascendancy at 18:03 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Surely i won't die in T1 again the Ogre Writhing One level 22
10th Haze 122nd year of Ascendancy at 13:34 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Surely i won't die in T1 again the Ogre Writhing One level 23
11st Haze 122nd year of Ascendancy at 11:28 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Surely i won't die in T1 again the Ogre Writhing One level 10
2nd Dusk 122nd year of Ascendancy at 23:44 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Surely i won't die in T1 again the Ogre Writhing One level 20
6th Haze 122nd year of Ascendancy at 09:55 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Surely i won't die in T1 again the Ogre Writhing One level 19
3rd Haze 122nd year of Ascendancy at 15:56 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Surely i won't die in T1 again the Ogre Writhing One level 8
9th Mirth 122nd year of Ascendancy at 06:09 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Surely i won't die in T1 again the Ogre Writhing One level 8
10th Mirth 122nd year of Ascendancy at 23:16 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Surely i won't die in T1 again the Ogre Writhing One level 18
50th Dusk 122nd year of Ascendancy at 23:39 see stats
Log
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Surely i won't die in T1 again activates Constrict.
Elita the temporal stalker is constricted by a tentacle.
Surely i won't die in T1 again's tentacle fails to move Elita the temporal stalker!
Black tendrils from Elita the temporal stalker grab Surely i won't die in T1 again!
Elita the temporal stalker's tendrils pull Surely i won't die in T1 again in!
Surely i won't die in T1 again is constricted!
Elita the temporal stalker is free from the gore.
Tentacle Constriction from Surely i won't die in T1 again hits Elita the temporal stalker for (38 blocked), 0 darkness, (5 blocked), 0 light, (4 blocked), 0 arcane (0 total damage).
Elita the temporal stalker uses Instant Channeling.
A psionic shield forms around Elita the temporal stalker.
Elita the temporal stalker's mind surges with critical power!
Elita the temporal stalker uses Assault.
Elita the temporal stalker spins fate.
Elita the temporal stalker weaves fate.
Elita the temporal stalker performs a melee critical strike against Surely i won't die in T1 again!
Your shield crumbles under the damage!
The shield around Surely i won't die in T1 again crumbles.
Surely i won't die in T1 again is recovering from the damage!
Surely i won't die in T1 again casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Elita the temporal stalker performs a melee critical strike against Surely i won't die in T1 again!
Greater Weapon Focus from Elita the temporal stalker performs a melee critical strike against Surely i won't die in T1 again!
Melee retaliation hits Elita the temporal stalker for (2 absorbed), 0 lightning, (2 absorbed), 0 cold, (2 absorbed), 0 lightning, (2 absorbed), 0 cold, (2 absorbed), 0 lightning, (2 absorbed), 0 cold, (2 absorbed), 0 lightning, (2 absorbed), 0 cold, (2 absorbed), 0 lightning, (2 absorbed), 0 cold (0 total damage).
Greater Weapon Focus from Elita the temporal stalker hits Surely i won't die in T1 again for (140 absorbed), 0 physical, 169 physical (169 total damage).
Elita the temporal stalker hits Surely i won't die in T1 again for (73 absorbed), 0 physical, (176 absorbed), 248 physical, 4 cold, 182 physical, 4 cold (438 total damage).
Surely i won't die in T1 again the level 25 ogre writhing one was tortured to death by Elita the temporal stalker on level 3 of Temporal Rift.
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Elita the temporal stalker prepares for the next kill!
Elita the temporal stalker is free from the tentacle constriction.


































































































