











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Better Item Description 1.5.5This 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 Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.5Quality 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. Showing Items Tier in Inventory 1.5.5This 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 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Reaver |
| Level / Exp | 17 / 13% |
| Size | medium |
| Lifes / Deaths | Killed by Sandworm Queen at level 17 on the 37th Haze 122nd year of Ascendancy at 13:21 / 1 |
Primary Stats
| Strength | 50 (base 44) |
| Dexterity | 19 (base 11) |
| Constitution | 19 (base 10) |
| Magic | 51 (base 35) |
| Willpower | 21 (base 10) |
| Cunning | 19 (base 10) |
Resources
| Life | -43/481 |
| Vim | 36/114 |
| Healing Factor | 1.0433035714286 |
| Regeneration | 66.907058035714 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 10 |
| See Invisible | 16 |
Offense: Mainhand
| Damage | 80 |
| Accuracy | 48 |
| Crit Chance | 7% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 58 |
| Accuracy | 48 |
| Crit Chance | 7% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +13% |
| Physical | +9% |
| Arcane | +14% |
| Acid | +6% |
| All | 0% |
Offense: Damage Penetration
| Fire | +5% |
| Light | +15% |
Defense: Base
| Armour (hardiness) | 42.723073231957 (100%) |
| Defense | 16 |
| Ranged Defense | 21 |
| Fatigue | 18 |
| Physical Save | 30 |
| Spell Save | 25 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 23%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 29%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 49%( 70%) |
| Light | + 10%( 70%) |
| Temporal | + 21%( 70%) |
| Physical | + 18%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Stun Resistance | 58% |
| Confusion Resistance | 5% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 51% |
| Poison Resistance | 5% |
| Knockback Resistance | 26% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 65 with a minimum range of 15. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 305 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Vim | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Corruption / Plague | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Chant of Fortress |
| talent | Bone Shield |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 4.00 nature damage per turn and decreasing all heals received by 33%. Insidious Poison |
| beneficial effect | The target is in a magical frenzy, improving spellpower by 5. Bloodlust |
| beneficial effect | A flow of life spins around the target, regenerating 61.08 life per turn. Regeneration |
| detrimental effect | The target is infected by a disease, reducing its constitution by 6 and doing 31.13 blight damage per turn. Rotting 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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Strength by +2. | 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 Wrathroot. * 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 |
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 precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed length of troll intestine. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed ice ant stinger. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of iron boots 'Glareprophet' (0 def, 3 armour)3.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Res.pen +15% light Melee Ret 8 light On Hit (Melee): * Slows global speed by 30% * 15% chance to blind ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | dwarven lantern 'Poruyatta'1.0 T5 lite [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.crit +6% Crit.mult +3.00% Mind.pwr +7 (+4 eff.) Dmg.mod +9% physical Acc +6 (+2 eff.) ----- def ----- Defense +6 (+5 eff.) Rng.Def +6 (+3 eff.) Mind.save +12 (+6 eff.) Max.HP +49.00 ---------- misc Light +4 See.Stealth +10 See.Invis +16 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Gunulen the Flashgrinder (2 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane While equipped: Stats +10 Mag +1 Wil +7 Con dps ---------- S.pwr/crit +4 Dmg.mod +14% arcane ----- def ----- Defense +2 (+2 eff.) Resists +6% lightning Spell.save +5 (+2 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
| On hands | Flamewoe (0 def, 1 armour)1.5 T1 hands armor [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Acc +6 (+2 eff.) Melee Ret 8 fire ----- def ----- Armour +1 Phys.save +5 (+2 eff.) Mind.save +5 (+2 eff.) Disarm- +21% ---------- misc Hate/m.crit +5.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | iron torque of kinetic psionic shield 'Charwreck' [power 25] (2/20 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Melee Ret 4 fire ----- def ----- Resists +3% acid +6% light +9% nature +5% arcane +3% lightning Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | warrior's gold ring of lightning (+26%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +13% lightning ----- def ----- Armour +8 Resists +26% lightning Rings can have magical properties. |
| On fingers | Isoledhema0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +4% physical +5% arcane +3% temporal HP.reg +0.80 Poison- +5% Disarm- +10% Confus- +5% Stun/Frz- +20% Rings can have magical properties. |
| Around neck | Chydosta0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +5 Dex dps ---------- Crit.mult +6.00% Acc +8 (+2 eff.) ----- def ----- Fatigue -6% Resists +9% temporal HP.reg +1.60 Stun/Frz- +15% Amulets can have magical properties. |
| In main hand | dwarven-steel mace 'Magmagasher' (26.5-37.1 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Arcane Power 26.5 - 37.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +8 acid On Crit: * splashes the target with acid While equipped: dps ---------- Crit.mult +6.00% Phys.pwr +2 (+0 eff.) Res.pen +5% fire ----- def ----- Resists +12% fire Max.HP +10.00 HP.reg +0.40 Blunt and deadly. |
| Around 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. |
| In off hand | hateful dwarven-steel mace of daylight (26.5-37.1 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane/Psionic Power 26.5 - 37.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +8 light +8 darkness Against +9% Undead +8% Living Blunt and deadly. |
| Cloak | Lisiyabeth the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Dex +3 Cun +6 Con dps ---------- Dmg.mod +6% acid ----- def ----- Defense +1 (+1 eff.) Resists +12% acid Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening steel plate armour of the dragon (4 def, 9 armour)17.0 T2 massive armor [Ego++] Nature/Psionic While equipped: Stats +2 Str +4 Wil +4 Cun +2 Con ----- def ----- Armour +9 Defense +4 (+4 eff.) Fatigue +22% Resists +6% acid +7% physical +6% fire +6% cold +7% lightning Mind.save +11 (+5 eff.) Disarm- +20% Stun/Frz- +23% Knockbk- +26% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
regeneration infusion of the wizard (heal 290 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 290 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets can have magical properties. |
insulating steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% cold +12% fire Amulets can have magical properties. |
steel amulet of constitution (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con Amulets can have magical properties. |
wizard's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Blind- +20% ---------- misc Infravis +3 See.Stealth +6 See.Invis +5 Rings can have magical properties. |
mule's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +25 Rings can have magical properties. |
ash vilestaff (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Normal] 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% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff of projection (19-22.8 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Arcane Power 19.0 - 22.8 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 +5% Spell.pwr +10 (+4 eff.) Dmg.mod +19% fire ---------- misc Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 7) dealing 31.28 to 37.53 fire damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
shimmering yew starstaff of might (20-24 power, 4 apr, physical 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 +10% Spell.pwr +9 (+3 eff.) Dmg.mod +20% physical ---------- misc Mana/turn +0.10 Max.mana +39.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
inquisitor's steel greatmaul of crippling (30-45 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego++] Disrupt/Master Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% On Hit: * 17 arcane resource burn On Crit: * burns latent spell energy * cripple the target While equipped: dps ---------- Phys.crit +9.0% Massive two-handed mauls. |
quiver of ash arrows (19/19, 18.5-25.9 power, 7 apr)3.0 T2 arrow ammo [Normal] Power 18.5 - 25.9 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 19 Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows (16/16, 18.5-25.9 power, 7 apr)3.0 T2 arrow ammo [Normal] Power 18.5 - 25.9 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 16 Arrows are used with bows to pierce your foes to death. |
steel plate armour (4 def, 9 armour)17.0 T2 massive armor [Normal] While equipped: ----- def ----- Armour +9 Defense +4 (+4 eff.) Fatigue +22% A suit of armour made of metal plates. |
impenetrable dwarven-steel plate armour of Eyal (5 def, 18 armour)17.0 T3 massive armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +18 Defense +5 (+4 eff.) Fatigue +24% Max.HP +51.00 HP.reg +1.60 Heal.mod +15% A suit of armour made of metal plates. |
7 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. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
2 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. |
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. |
5 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 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. |
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. |
2 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Elenidir the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: Stats +5 Str +6 Con ----- def ----- Resists +6% mind Crit.dmg- 10.00% Max.HP +42.00 ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Balidan'1.0 T3 lite [Rare] Master While equipped: Stats +6 Mag +4 Wil dps ---------- Res.pen +15% mind ---------- misc Light +8 Telepathy Demon/Minor Demon/Major A normal brass lantern, enhanced by alchemy to make it brighter. |
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 (71 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
iron pickaxe of endurance (dig speed 39 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Rumia the Shalore Reaver level 16
55th Dusk 122nd year of Ascendancy at 08:28 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Rumia the Shalore Reaver level 17
37th Haze 122nd year of Ascendancy at 06:27 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Rumia the Shalore Reaver level 10
2nd Summertide 122nd year of Ascendancy at 23:49 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Rumia the Shalore Reaver level 16
7th Haze 122nd year of Ascendancy at 14:18 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Rumia the Shalore Reaver level 8
8th Mirth 122nd year of Ascendancy at 01:19 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Rumia the Shalore Reaver level 12
6th Dusk 122nd year of Ascendancy at 12:02 see stats
Log
Xeroseta the carrion worm mass's blight area effect hits Carrion worm mass for 0 blight damage.
Xeroseta the carrion worm mass's blight area effect hits Carrion worm mass for 0 blight damage.
Carrion worm mass's blight area effect hits Sandworm Queen for 20 blight damage.
Carrion worm mass's blight area effect hits Carrion worm mass for 0 blight damage.
Carrion worm mass's blight area effect hits Carrion worm mass for 0 blight damage.
Carrion worm mass's blight area effect hits Carrion worm mass for 0 blight damage.
Talent Rend is ready to use.
Talent Infusion: Regeneration is ready to use.
Insidious Poison from Xeroseta the carrion worm mass hits Rumia for 3 nature damage.
Rotting Disease from Xeroseta the carrion worm mass hits Rumia for 23 blight damage.
Xeroseta the carrion worm mass's blight area effect hits Carrion worm mass for 0 blight damage.
Xeroseta the carrion worm mass's blight area effect hits Carrion worm mass for 0 blight damage.
Xeroseta the carrion worm mass's blight area effect hits Carrion worm mass for 0 blight damage.
Acid Splash from Rumia hits Carrion worm mass for 0 acid damage.
Rumia uses Infusion: Regeneration.
Rumia starts regenerating health quickly.
Carrion worm mass is covered in acid!
Carrion worm mass hits Rumia for 6 physical damage.
Rumia hits Carrion worm mass for 8 light, 18 fire (26 total damage).
Acid Splash from Rumia hits Carrion worm mass for 0 acid damage.
Insidious Poison from Xeroseta the carrion worm mass hits Rumia for 3 nature damage.
Xeroseta the carrion worm mass's blight area effect hits Sandworm Queen for 43 blight damage.
Xeroseta the carrion worm mass's blight area effect hits Carrion worm mass for 0 blight damage.
Xeroseta the carrion worm mass's blight area effect hits Carrion worm mass for 0 blight damage.
Rotting Disease from Xeroseta the carrion worm mass hits Rumia for 23 blight damage.
Acid Splash from Rumia hits Carrion worm mass for 0 acid damage.
Sandworm Queen breathes sand!
Carrion worm mass resists the sandstorm!
Saving game...












































































