











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! Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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: 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. 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 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. 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 | 19 / 49% |
| Size | medium |
| Lifes / Deaths | Killed by luminous horror at level 19 on the 52nd Haze 122nd year of Ascendancy at 11:22 / 1 |
Primary Stats
| Strength | 56 (base 47) |
| Dexterity | 15 (base 11) |
| Constitution | 18 (base 12) |
| Magic | 47 (base 36) |
| Willpower | 25 (base 10) |
| Cunning | 14 (base 10) |
Resources
| Life | -159/472 |
| Vim | 99/147 |
| Healing Factor | 1.5138297872341 |
| Regeneration | 7.6448404255321 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 92 |
| Accuracy | 43 |
| Crit Chance | 23% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 60 |
| Accuracy | 43 |
| Crit Chance | 22% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Light | +12% |
| Blight | +18% |
| Arcane | +12% |
| Fire | +15% |
| All | 0% |
Offense: Damage Penetration
| Light | +5% |
| Physical | +15% |
| Arcane | +10% |
| Cold | +7% |
| Fire | +5% |
Defense: Base
| Armour (hardiness) | 68.292304923968 (100%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 17 |
| Physical Save | 34 |
| Spell Save | 22 |
| Mental Save | 32 |
Defense: Resistances
| Blight | + 44%( 70%) |
| Physical | + 30%( 70%) |
| Cold | + 61%( 70%) |
| All | + 25%( 70%) |
| Lightning | + 44%( 75%) |
| Light | + 27%( 70%) |
| Arcane | + 29%( 70%) |
| Fire | + 29%( 70%) |
| Nature | + 40%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 66% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 216 damage for 4 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 138 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 587% 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 Strength 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 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 1/5 |
| 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 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Bone Shield |
| talent | Willful Tormenter |
| talent | Chant of Fortress |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | On death will restore to the source up to 5 times the vim's worth. Bleak Outcome |
| beneficial effect | The target is in a magical frenzy, improving spellpower by 1. Bloodlust |
| beneficial effect | The target is out of phase with reality, increasing defense by 25, resist all by 25%, and reducing the duration of detrimental timed effects by 25%. Out of Phase |
| beneficial effect | The target is recovering 16 life each turn. Recovery |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 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 lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)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 Horned Horror. * 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 |
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 snow giant kidney. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' 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 bloated horror heart. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' | 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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | Ulenaribar the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +6 Str +2 Con dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) Apr +4 ----- def ----- Armour +3 Fatigue +2% HP.reg +0.20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Gloritta the brass lantern2.0 T1 lite [Rare] Arcane While equipped: Stats +3 Dex dps ---------- Phys.crit +2.0% Melee Ret 11 fire ----- def ----- Armour +10 Resists +6% fire Die.at -80.00 life ---------- 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. |
| On head | Arunn the dwarven-steel helm (0 def, 7 armour)3.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +2 (+1 eff.) On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +7 Fatigue +4% Resists +10% cold Mind.save +3 (+1 eff.) Heal/summ +30 ---------- misc Max.hate +2.00 Infravis +3 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Storm Bringer's Gauntlets (0 def, 3 armour)1.5 T3 hands armor [Unique] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Dmg.mod +10% lightning ----- def ----- Armour +3 Resists +15% lightning Res.Cap +5% lightning Chain Lightning: Level 3.0 Pwr.cost 16 out of 14/16. Range 10 Travel.spd instantaneous Is a spell Description: Invokes a forking beam of lightning doing 37.30 to 111.91 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Tool | Samogorn (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +12% arcane +18% blight Res.pen +10% arcane Melee Ret 8 arcane ----- def ----- Fatigue -5% Resists +5% arcane While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | conjurer's steel ring of perseverance0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.pwr +7 (+3 eff.) ----- def ----- HP.reg +1.00 Stun/Frz- +23% Rings can have magical properties. |
| On fingers | psionicist's gold ring of perseverance0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+4 eff.) HP.reg +0.80 Stun/Frz- +23% Rings can have magical properties. |
| Around neck | grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +20% Amulets can have magical properties. |
| In main hand | Splendourblack (33-46.2 power, 5 apr)3.0 T4 longsword 1H weapon [Random Unique] Arcane/Master Power 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +11 lightning On Hit.r1 +11 fire On Hit: * 40% chance to cause random gloom * 25% chance for lightning to arc to a second target While equipped: dps ---------- Phys.crit +9.0% Crit.mult +14.00% Dmg.mod +12% light Apr +10 Melee Ret 4 light Sharp, long, 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 | glacial dwarven-steel longsword (23-32.2 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Nature Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% On Crit.r2 +11 ice While equipped: dps ---------- Res.pen +7% cold ----- def ----- Armour +7 Sharp, long, and deadly. |
| Cloak | Furnacequench (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% fire Res.pen +5% light +5% fire Melee Ret 16 fire On Hit (Melee): * 15% chance to blind ----- def ----- Defense +1 (+1 eff.) Resists +3% light Phys.save +7 (+4 eff.) Mind.save +7 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Glorynor the dwarven-steel mail armour (12 def, 19 armour)14.0 T3 heavy armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Cun +1 Con dps ---------- Res.pen +15% physical ----- def ----- Armour +19 Defense +12 (+6 eff.) Fatigue +16% Resists +6% blight +1% physical +18% cold Mind.save +13 (+6 eff.) Max.HP +50.00 HP.reg +2.80 Heal.mod +15% A suit of armour made of mail. |
Inventory
copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets can have magical properties. |
cleansing steel amulet of constitution (+4)0.1 T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +4 Con ----- def ----- Resists +11% nature +12% blight Poison- +20% Disease- +22% Amulets can have magical properties. |
wanderer's gold amulet of manastreaming0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +2 Mag +5 Cun +6 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +0.30 ---------- misc Stam/turn +0.30 Mana/turn +0.26 Max.mana +26.00 Amulets can have magical properties. |
titan's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Blind- +22% ---------- misc Infravis +3 See.Stealth +6 See.Invis +5 Rings can have magical properties. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
steel ring0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
titan's steel ring of the mind (+11%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con dps ---------- Dmg.mod +11% mind ----- def ----- Resists +11% mind Phys.save +6 (+3 eff.) Rings can have magical properties. |
cruel ash magestaff (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Ego] Master 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 ---------- Phys.crit +6.0% Spell.crit +2% Crit.mult +12.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging ash starstaff of might (15-18 power, 3 apr, temporal element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +6 (+3 eff.) S.pwr/crit +3 Dmg.mod +15% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of warding (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 +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% physical ----- def ----- Armour +4 Defense +5 (+3 eff.) ---------- misc Wards +2 physical Talents +1 Command Staff +2 Ward Staves designed for wielders of magic, by the greats of the art. |
Isliriada (35.5-53.25 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Arcane Power 35.5 - 53.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +10 acid On Crit: * splashes the target with acid While equipped: Stats +2 Dex dps ---------- Dmg.mod +12% physical ----- def ----- Resists +2% physical Phys.save +9 (+5 eff.) ---------- misc Stam/turn +1.00 Massive two-handed battleaxes. |
balanced steel mace (12.5-17.5 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Master Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +20% Blunt and deadly. |
flaming dwarven-steel waraxe (18.5-25.9 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +10 fire One-handed war axes. |
dwarven-steel dagger 'Mucusrend' (18-23.4 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Rare] Arcane Power 18.0 - 23.4 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +11 fire On Hit: * Slows global speed by 40% * 40% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Melee Ret 8 nature 4 temporal On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% temporal Sharp, short and deadly. |
hardened leather sling 'Polerin'4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Rare] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +8 On Hit.r1 +8 mind While equipped: Stats +4 Str dps ---------- Phys.pwr +7 (+2 eff.) Acc +4 (+1 eff.) ----- def ----- Resists +3% physical Max.HP +20.00 HP.reg +0.40 ---------- misc Stam/turn +0.80 Slings are used to hurl stones or metal shots at your foes. |
Shimmerrigor the steel plate armour (4 def, 9 armour)17.0 T2 massive armor [Rare] Nature While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +6% lightning Res.pen +10% lightning On Hit (Melee): * Slows global speed by 30% * 30% chance to daze at end of turn ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Resists +6% acid +7% physical +7% cold +5% fire +9% nature +6% lightning Disarm- +20% Stun/Frz- +25% Knockbk- +23% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Aerarethra (14 def, 21 armour)17.0 T3 massive armor [Rare] Master While equipped: ----- def ----- Armour +21 Defense +14 (+7 eff.) Rng.Def +9 (+5 eff.) Fatigue +24% Resists +15% acid Phys.save +9 (+5 eff.) Mind.save +30 (+12 eff.) ---------- misc Telepathy Demon/Minor Demon/Major A suit of armour made of metal plates. |
Gleamvortex1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +25% light Melee Ret 16 mind On Hit (Melee): * 30% chance to blind ----- def ----- HP.reg +1.60 Heal.mod +19% ---------- misc Light +2 A belt that goes around your waist. |
enveloping linen cloak of the Shaloren (6 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Wil +1 Mag ----- def ----- Defense +6 (+3 eff.) Phys.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glitha the hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Phys.pwr +12 (+3 eff.) Melee+ 7 cold Dmg.mod +5% cold ----- def ----- Armour +2 Resists +7% cold HP.reg +1.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Corruptionzeal' (0 def, 2 armour)1.0 T3 hands armor [Rare] Psionic While equipped: Stats +2 Cun +10 Con dps ---------- Acc +10 (+3 eff.) Melee Ret 12 nature ----- def ----- Armour +2 Resists +9% darkness ---------- misc Light +3 Infravis +3 Track: Puts all charms on 15 cooldown Level 2.2 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bleakcrypt (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Dex dps ---------- Phys.pwr +6 (+2 eff.) Apr +2 Melee Ret 8 darkness 16 physical ----- def ----- Armour +1 Fatigue +1% Max.HP +10.00 A cap made of leather. |
dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
12 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. |
4 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. |
5 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. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
9 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
214 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. |
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. |
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. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Rumia the Shalore Reaver level 10
4th Dusk 122nd year of Ascendancy at 04:27 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Rumia the Shalore Reaver level 17
26th Haze 122nd year of Ascendancy at 08:58 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 04:57 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Rumia the Shalore Reaver level 15
58th Dusk 122nd year of Ascendancy at 21:08 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Rumia the Shalore Reaver level 19
52nd Haze 122nd year of Ascendancy at 11:22 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Rumia the Shalore Reaver level 8
7th Mirth 122nd year of Ascendancy at 16:46 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Rumia the Shalore Reaver level 12
25th Dusk 122nd year of Ascendancy at 09:46 see stats
Log
Luminous horror receives 142 healing.
Luminous horror misses Rumia.
Talent Soul Rot is ready to use.
Talent Rend is ready to use.
Rumia receives 25 healing.
Luminous horror overcomes the gloom.
Luminous horror casts Healing Light.
Luminous horror receives 139 healing.
Rumia is no longer invisible.
Rumia receives 25 healing.
Rumia casts Rend.
War hound's armor corrodes!
Personal New Achievement: That was close (Nightmare (Roguelike) difficulty)!
Rumia misses War hound.
War hound shrugs off the effect 'Bleeding'!
Rumia misses War hound.
Rumia misses War hound.
The shield around luminous horror crumbles.
Luminous horror HEALS from fire damage!
Rumia hits Ritch flamespitter for 66 lightning damage.
Rumia hits War hound for 149 physical, 12 lightning, 13 fire (173 total damage).
Rumia hits Luminous horror for 1 fire, 7 healing (1 total damage) [7 healing].
Emelumira the Guardian rushes out!
Rumia is dazed!
Luminous horror casts Firebeam.
Luminous horror's spell attains critical power!
Rumia is not dazed anymore.
Saving game...




















































































