











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Everyone Options 1.4.5Starts characters off with category points instead of categories known. Talent Point Planner 1.6.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.6.7Official 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:
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.6.7Official 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:
Better Item Description 1.6.6This 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 Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Forbidden Cults 1.6.7Official 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 | Nightmare Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Paradox Mage |
| Level / Exp | 18 / 4% |
| Size | medium |
| Lifes / Deaths | Killed by Horned Horror at level 18 on the 73rd Haze 122nd year of Ascendancy at 12:07 / 1 |
Primary Stats
| Strength | 9 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 19 (base 12) |
| Magic | 51 (base 44) |
| Willpower | 47 (base 34) |
| Cunning | 16 (base 10) |
Resources
| Life | -109/489 |
| Paradox | 306 |
| Healing Factor | 1.1714285714286 |
| Regeneration | 84.729428571429 |
Speed
| Mental | -9.8032693074401E-12% |
| Attack | -9.8032693074401E-12% |
| Movement | -50% |
| Spell | -9.8032693074401E-12% |
| Global | +114.46707861158% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 18 |
| Accuracy | 5 |
| Crit Chance | 8% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 12% |
| Speed | 1.0000000000001 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 6% |
| Speed | 1.0000000000001 |
Offense: Damage Bonus
| Physical | +21% |
| Acid | +3% |
| Light | +6% |
| Temporal | +7% |
| Lightning | +20% |
| Arcane | +4% |
| Cold | +20% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 20.276549162096 (30%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 12 |
| Physical Save | 24 |
| Spell Save | 29 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Blight | + 3%( 70%) |
| Arcane | + 4%( 70%) |
| Cold | + 48%( 70%) |
| All | 0%( 70%) |
| Lightning | + 42%( 70%) |
| Temporal | + 6%( 70%) |
| Physical | + 6%( 70%) |
| Fire | + 9%( 70%) |
| Mind | + 12%( 70%) |
Defense: Immunities
| Stun Resistance | 19% |
| Bleed Resistance | 19% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 580% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 40 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. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 72 with a minimum range of 15. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 345 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Stasis | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Chronomancy / Gravity | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Matter | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Chronomancy / Energy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Disintegration |
| talent | Matter Weaving |
| talent | Energy Decomposition |
| talent | Contingency |
| talent | Secrets of the Eternals |
| detrimental effect | Reduces global action speed by 15%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| beneficial effect | Increases global action speed by 29%. Speed |
| detrimental effect | The target is being strangled and may not cast spells and suffers 16 damage each turn. Strangle Hold |
| beneficial effect | A flow of life spins around the target, regenerating 69.08 life per turn. Regeneration |
| beneficial effect | Tuning Paradox at a rate of -12 per turn. Spacetime Tuning |
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 |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 the fox. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed 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.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit needs your help making an elixir of focus. 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 pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed sandworm tooth. 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 bear paw. * You've found the needed ice ant stinger. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle | 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 within4 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 'Elusetira' (0 def, 3 armour)3.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Cun ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +3% blight Mind.save +6 (+3 eff.) Die.at -40.00 life Max.HP +20.00 Def/telep +15 Res/telep +15% Dur/telep +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Swampgasher2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% physical Apr +3 Melee Ret 2 nature ----- def ----- Max.HP +40.00 ---------- misc Max.stam +20.00 Light +3 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 | Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 16/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 17.05 to 51.16 lightning damage (34.10 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| Tool | Shard of Crystalized Time2.0 T1 misc tool [Unique] Arcane While equipped: Stats +4 Wil +2 Con dps ---------- Dmg.mod +7% temporal ----- def ----- Defense +5 (+2 eff.) Anom.red +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
| On fingers | Nerulelaith the Stormsun0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% lightning +3% acid Res.pen +10% lightning Melee Ret 2 acid ----- def ----- Resists +26% lightning +3% acid Rings can have magical properties. |
| On fingers | titan's steel ring of frost (+20%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Phys.save +4 (+2 eff.) Rings can have magical properties. |
| Around waist | insulating rough leather belt of resilience1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +6% fire +6% cold Max.HP +30.00 A belt that goes around your waist. |
| In main hand | infernal ash starstaff of fate (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Crit.mult +20.00% Spell.pwr +11 (+3 eff.) Melee+ 17 fire Dmg.mod +15% physical ----- def ----- Phys.save +5 (+2 eff.) Spell.save +5 (+3 eff.) Mind.save +7 (+4 eff.) ---------- misc See.Invis +5 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | dwarven-steel gauntlets of spellstriking (0 def, 2 armour)1.5 T2 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) Melee+ 9 arcane Dmg.mod +4% arcane ----- def ----- Armour +2 Fatigue +3% Resists +4% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | troll-hide cured leather armour of stability (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego+] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +5% physical Phys.save +10 (+5 eff.) Max.HP +36.00 HP.reg +3.00 Heal.mod +10% A suit of armour made of leather. |
| Cloak | linen cloak 'Lightjeer' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +4 Cun +1 Wil dps ---------- Dmg.mod +6% light Melee Ret 8 mind ----- def ----- Defense +1 (+0 eff.) Resists +12% cold Max.HP +30.00 ---------- misc Max.hate +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Scorchstalker0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con ----- def ----- Resists +1% physical +12% mind +3% fire Mind.save +6 (+3 eff.) Amulets can have magical properties. |
Inventory
warrior's copper amulet of constitution (+3) =CON=0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets can have magical properties. |
serendipitous steel amulet0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +8 Lck dps ---------- Acc +6 (+6 eff.) ----- def ----- Defense +8 (+4 eff.) Unseen.red 12% Amulets can have magical properties. |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets can have magical properties. |
lifebinding ash magestaff (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego+] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +2% Spell.pwr +10 (+3 eff.) Dmg.mod +15% cold ----- def ----- HP.reg +0.60 Heal.mod +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron battleaxe (13-19.5 power, 1 apr)3.0 T1 battleaxe 2H weapon Reqs Str 11 [Normal] Power 13.0 - 19.5 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
steel battleaxe (24.5-36.75 power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Normal] Power 24.5 - 36.8 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
slime-covered steel waraxe of erosion (13-18.2 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Nature/Disrupt Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 nature On Hit: * 5% chance to slow global speed by 46% One-handed war axes. |
cured leather sling of cunning (+3)4.0 T2 sling 1H weapon Reqs Dex 16 [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +3 Cun dps ---------- Res.pen +6% physical Slings are used to hurl stones or metal shots at your foes. |
chilling pouch of steel shots of accuracy (24/24, 20-24 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego] Arcane/Master Power 20.0 - 24.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +7 Apr +2 Crit +4.5% Capacity 24 Ranged+ +8 cold Shots are used with slings to pummel your foes to death. |
mindwoven woollen robe of lightning (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+2 eff.) Dmg.mod +10% lightning ----- def ----- Resists +15% lightning +9% all Mind.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ravenwake (2 def, 4 armour)14.0 T1 heavy armor Reqs - Heavy armour training Str 14 [Rare] Master While equipped: Stats +6 Str dps ---------- Dmg.mod +6% cold Res.pen +15% darkness Melee Ret 2 cold On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +26% darkness +7% physical ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. 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. A suit of armour made of mail. |
steel mail armour of spell shielding (2 def, 6 armour)14.0 T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% arcane Spell.save +12 (+6 eff.) A suit of armour made of mail. |
grounding rough leather belt of the giants =RES=1.0 T1 belt armor [Ego] Nature/Master While equipped: dps ---------- Phys.pwr +3 (+3 eff.) ----- def ----- Resists +6% lightning +5% temporal Spell.save +7 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Bethoserin the Gorewrest (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Wil dps ---------- Dmg.mod +3% nature ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +12% cold +6% mind +6% nature Crit.dmg- 5.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour) =STR/CON=2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Willowstoker' (0 def, 1 armour) =CON=2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +1 Con dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +3% nature On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Armour +1 Resists +12% nature Phys.save +12 (+6 eff.) Mind.save +11 (+6 eff.) ---------- misc Equi/ret +0.08 Max.hate +2.00 A pair of boots made of leather. |
Sileyassra the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +1 Cun +3 Mag dps ---------- Mind.crit +5% Crit.mult +15.00% Dmg.mod +3% arcane ----- def ----- Armour +2 ---------- misc Psi/ret +0.08 Max.hate +8.00 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. |
naturalist's hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +7 (+7 eff.) Melee+ 7 nature Dmg.mod +3% nature ----- def ----- Armour +2 Resists +6% nature 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. |
insulating linen wizard hat of lightning (+16%) (1 def, 0 armour) =RES=2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning +6% cold +6% fire A pointy cloth hat, very wizardly... |
Deepsobsidian the rough leather cap (0 def, 1 armour) =CON=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Res.pen +15% darkness +25% acid Melee Ret 2 cold On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Pitchream (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Dex +3 Mag +3 Cun dps ---------- Melee Ret 2 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Armour +1 Fatigue +1% Resists +11% darkness ---------- misc Infravis +4 See.Invis +9 A cap made of leather. |
iron helm 'Ulista' (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +2 Wil +6 Con dps ---------- Dmg.mod +6% blight ----- def ----- Armour +3 Fatigue +5% ---------- misc See.Invis +15 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 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. |
2 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. |
5 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. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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. |
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. |
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. |
3 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. |
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. |
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. |
129 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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. |
iron pickaxe of endurance (dig speed 35 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. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 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. |
evasive steel torque of mindblast [power 155] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 78 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown 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 (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Someone, Somewhere the Shalore Paradox Mage level 15
51st Dusk 122nd year of Ascendancy at 06:25 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Someone, Somewhere the Shalore Paradox Mage level 10
8th Mirth 122nd year of Ascendancy at 14:46 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Someone, Somewhere the Shalore Paradox Mage level 14
17th Dusk 122nd year of Ascendancy at 00:47 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Someone, Somewhere the Shalore Paradox Mage level 12
9th Flare 122nd year of Ascendancy at 04:25 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Someone, Somewhere the Shalore Paradox Mage level 13
4th Dusk 122nd year of Ascendancy at 05:55 see stats
Wibbly Wobbly Timey Wimey Stuff (Nightmare (Roguelike) difficulty)
Killed the weaver queen and the temporal defiler.By Someone, Somewhere the Shalore Paradox Mage level 5
77th Pyre 122nd year of Ascendancy at 13:52 see stats
You were not supposed to see that! (Nightmare (Roguelike) difficulty)
Read a Forbidden Tome.By Someone, Somewhere the Shalore Paradox Mage level 16
45th Haze 122nd year of Ascendancy at 22:19 see stats
Log
Strangle Hold from Horned Horror hits Someone, Somewhere for (5 dissipated), 11 nature (11 total damage).
You are unable to move!
Someone, Somewhere is silenced and cannot use Rune: Shatter Afflictions.
Someone, Somewhere is silenced and cannot use Rune: Shatter Afflictions.
Someone, Somewhere is silenced and cannot use Rune: Shatter Afflictions.
Someone, Somewhere is silenced and cannot use Rune: Shatter Afflictions.
Someone, Somewhere is silenced and cannot use Rune: Shatter Afflictions.
Someone, Somewhere is silenced and cannot use Rune: Shatter Afflictions.
Someone, Somewhere hits Horned Horror for (20 flat reduction), 0 lightning (0 total damage).
Someone, Somewhere hits Horned Horror for (7 flat reduction), 0 lightning (0 total damage).
Someone, Somewhere retunes the fabric of spacetime.
Horned Horror lashes out with a flurry of fists.
Your Contingency has failed to cast Time Shield!
Your Contingency has failed to cast Time Shield!
Your Contingency has failed to cast Time Shield!
Horned Horror hits Someone, Somewhere for (14 dissipated), 109 physical, (4 dissipated), 10 lightning, (14 dissipated), 98 physical (216 total damage).
Melee retaliation hits Horned Horror for (1 flat reduction), 0 acid, (2 flat reduction), 0 mind, (1 flat reduction), 0 nature, (1 flat reduction), 0 acid, (2 flat reduction), 0 mind, (1 flat reduction), 0 nature, (1 flat reduction), 0 acid, (3 flat reduction), 0 mind, (1 flat reduction), 0 nature (0 total damage).
Someone, Somewhere the level 18 shalore paradox mage was punctured to death by Horned Horror and revived as a mindless horror on level 4 of The Maze.
Someone, Somewhere deactivates Matter Weaving.
Someone, Somewhere has escaped the strangle hold.
Someone, Somewhere is not stunned anymore.
Someone, Somewhere slows down.
Someone, Somewhere deactivates Contingency.
Someone, Somewhere stops regenerating health quickly.
Someone, Somewhere speeds up.
Someone, Somewhere deactivates Secrets of the Eternals.
Someone, Somewhere deactivates Disintegration.
Someone, Somewhere deactivates Energy Decomposition.





























































































