










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cloak Reminder 1.7.0ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Select your Escorts 1.7.0Allows 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. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Simplified Prodigy Requirements 1.7.4The requirements fo some prodigies are simplified so you don't have to grind for them. Also removed some requirements which if you don't meet, you won't benefit from that prodigy at all. Any requirements that may involve risks are not touched. It also removes the displayment of some requirements related to plots if they're not needed in your current compaign. Prodigies touched are: This addon no longer uses overload and is now compatible with Zomnibus. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 17 / 9% |
| Size | medium |
| Lifes / Deaths | Killed by Lisussra the sandworm at level 17 on the 24th Dusk 122nd year of Ascendancy at 05:40 / 1 |
Primary Stats
| Strength | 47 (base 32) |
| Dexterity | 66 (base 43) |
| Constitution | 19 (base 10) |
| Magic | 30 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 12 (base 12) |
Resources
| Life | -64/444 |
| Stamina | 196/206 |
| Healing Factor | 1.0791723257556 |
| Regeneration | 0.26979308143889 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 15.703251193202 |
| See Invisible | 21.703251193202 |
Offense: Mainhand
| Damage | 109 |
| Accuracy | 60 |
| Crit Chance | 10% |
| APR | 12 |
| Speed | 0.95 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +9% |
| Physical | +5% |
| Lightning | +15% |
| Arcane | +6% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Cold | +15% |
Defense: Base
| Armour (hardiness) | 14 (38.594633868923%) |
| Defense | 43 |
| Ranged Defense | 43 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 26 |
| Mental Save | 9 |
Defense: Resistances
| Darkness | + 8%( 70%) |
| Light | + 8%( 70%) |
| Temporal | + 3%( 70%) |
| Lightning | + 31%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Bleed Resistance | 100% |
Inscriptions (3/3)
| 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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 101 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 Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 3/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
Quests
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | 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 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 |
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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | [vs. pair of dwarven-steel boots 'Eclipsefist' (0 def, 4 armour) (On feet)]pair of dwarven-steel boots 'Eclipsefist' (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) (-) Armour penetration: +2 (-) Armour: +4 (-) Fatigue: -3% (-) Changes resistances: +9%(-) darkness Maximum encumbrance: +27 (-) Physical save: +7 (+4 eff.) (-) Stamina each turn: +3.00 (-) Only die when reaching: -60.00 life (-) Maximum stamina: +10.00 (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | [vs. quiver of yew arrows 'Frigidfurnace' (53/53, 46-64 power, 10 apr) (Quiver, 1 of 2)]quiver of yew arrows 'Frigidfurnace' (53/53, 46-64 power, 10 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 46.0 - 64.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 (-) Crit. chance: +2.0% (-) Capacity: 53 (-) On weapon hit: * 20% chance to reduce all saves and defense by 13 * 20% chance to create vines that bind the target to the ground dealing 62 nature damage and pinning them for 3 turns Damage (Ranged): +4(-) cold Damage (radius 1) on hit: +20(-) cold When wielded/worn: Ammo reloads per turn: +3 (-) Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
| On hands | [vs. Storm Bringer's Gauntlets (0 def, 5 armour) (On hands)]Storm Bringer's Gauntlets (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 (-) Changes stats: +6(-) Mag Changes resistances: +15%(-) lightning Changes damage: +15%(-) lightning Critical mult.: +20.00% (-) Spellpower: +12 (+6 eff.) (-) Spell crit. chance: +5% (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). 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. |
| On head | [vs. iron helm 'Belogatta' (0 def, 3 armour) (On head)]iron helm 'Belogatta' (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Changes stats: +1(-) Str / +2(-) Dex / +4(-) Mag Reduces incoming crit damage: 10.00% (-) See invisible: +6 (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | [vs. iron torque of gale force [power 105] (15 cooldown) (Tool)]iron torque of gale force [power 105] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 110 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | [vs. Blizzardsweep (On fingers)]Blizzardsweep Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 38% Damage (Melee): 0(-20) item nature slow Changes stats: +2(-) Con Changes resistances: +9%(-) light / +3%(-) temporal Changes resistances penetration: +15%(-) cold Changes damage: +9%(-) darkness / +6%(-) cold Spell save: +14 (+8 eff.) (-) Maximum stamina: +18.00 (-) Rings make your fingers look great! |
| Around waist | [vs. rough leather belt 'Galorim' (Around waist)]rough leather belt 'Galorim' Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Dex / +5(-) Mag / +4(-) Wil / +7(-) Con Spell crit. chance: +4% (-) A belt that goes around your waist. |
| Main armor | [vs. Urthesarach (3 def, 2 armour) (Main armor)]Urthesarach (3 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Accuracy: +25 (+8 eff.) (-) Physical crit. chance: +3.0% (-) Armour: +2 (-) Defense: +3 (+1 eff.) (-) Fatigue: +6% (-) Changes resistances: +16%(-) lightning Critical mult.: +5.00% (-) Reduces incoming crit damage: 5.00% (-) Maximum stamina: +20.00 (-) A suit of armour made of leather. |
| In main hand | [vs. Surefire (In main hand, 1 of 2)]Surefire Requires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 105% (-) Firing range: +9 (-) When wielded/worn: Accuracy: +12 (+4 eff.) (-) Physical crit. chance: +5.0% (-) Changes stats: +3(-) Dex Changes damage: +5%(-) physical This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. Tap to cycle through comparison choices |
| Cloak | [vs. Cloak of Deception (Cloak)]Cloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) (-) Spellpower: +5 (+2 eff.) (-) Mindpower: +5 (+5 eff.) (-) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Light source | [vs. brass lantern 'Dairystir' (Light source)]brass lantern 'Dairystir' Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes damage: +6%(-) arcane Spell save: +3 (+2 eff.) (-) Mana each turn: +0.08 (-) Maximum life: +42.00 (-) Spell crit. chance: +3% (-) Light radius: +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. |
Inventory
This item will automatically be transmogrified when you leave the level.heroism infusion of the sneak (die at -260; dur 6; cd 28) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -260 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 520 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; physical, fire, cold, temporal)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 3 fire, 5 cold, 4 temporal It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. Surefire (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. cruel ash starstaff of power (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(+15.0 - +18.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% (-5%) Firing range: +0 (-9) When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Physical crit. chance: +0.0% (-5.0%) Changes stats: +0(-3) Dex Changes damage: +15% darkness / +0%(-5%) physical Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +12 (+6 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Surefire (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. potent ash vilestaff of warding (17-20 power, 3 apr, blight element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 17.0 - 20.4(+17.0 - +20.4) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% (-5%) Firing range: +0 (-9) When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Physical crit. chance: +0.0% (-5.0%) Armour: +5 Defense: +5 (+1 eff.) Changes stats: +0(-3) Dex Maximum wards: +2 blight Changes damage: +17% blight / +0%(-5%) physical Talents granted: +1 Ward +1 Command Staff Spellpower: +8 (+4 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Surefire (In main hand, 1 of 2)]Spectral Blade (26-41 power, 25 apr) Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6(+26.0 - +41.6) Uses stats: 10% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% (+6%) Firing range: +0 (-9) Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Physical crit. chance: +0.0% (-5.0%) Changes stats: +0(-3) Dex Changes damage: +0%(-5%) physical Mana each turn: +0.50 Spellpower: +5 (+3 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. Tap to cycle through comparison choices |
[vs. Surefire (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. steel longsword (14-20 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3(+14.5 - +20.3) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% (-5%) Firing range: +0 (-9) When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Physical crit. chance: +0.0% (-5.0%) Changes stats: +0(-3) Dex Changes damage: +0%(-5%) physical Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. Surefire (In main hand, 1 of 2)]Crooked Club (25-35 power, 4 apr) Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0(+25.0 - +35.0) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% (-5%) Firing range: +0 (-9) On weapon hit: + Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+4 eff.) (-) Physical crit. chance: +0.0% (-5.0%) Changes stats: +0(-3) Dex Changes damage: +0%(-5%) physical An oddly twisted club with a hefty weight on the end. There's something very strange about it. Tap to cycle through comparison choices |
[vs. Surefire (In main hand, 1 of 2)]Spellblaze Shard (20-26 power, 10 apr) Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0(+20.0 - +26.0) Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% (-5%) Firing range: +0 (-9) Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Physical crit. chance: +0.0% (-5.0%) Changes stats: +0(-3) Dex / +5 Mag Changes resistances: +10% blight / +10% fire Changes damage: +0%(-5%) physical Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. Tap to cycle through comparison choices |
[vs. Surefire (In main hand, 1 of 2)]Serpent's Glare (7-7 power, 15 apr, nature damage) Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7(+7.0 - +7.7) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% (-5%) Firing range: +0 (-9) Damage conversion: 30% poison When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Physical crit. chance: +0.0% (-5.0%) Changes stats: +0(-3) Dex Changes resistances: +10% nature Changes damage: +10% nature / +0%(-5%) physical Poison immunity: +50% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 225.52 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. Tap to cycle through comparison choices |
[vs. quiver of yew arrows 'Frigidfurnace' (53/53, 46-64 power, 10 apr) (Quiver, 1 of 2)]acidic quiver of elm arrows of wind (20/20, 14-19 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.0 - 19.6(-32.0 - -44.8) Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-5) Crit. chance: +1.0% (-1.0%) Capacity: 20 (-33) On weapon hit: * 0% chance to reduce all saves and defense by 13 + 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 135 physical damage - 20% chance to create vines that bind the target to the ground dealing 62 nature damage and pinning them for 3 turns On weapon crit: + Splash the target with acid dealing 95 damage over 5 turns and reducing armor and accuracy by 12 Travel speed: +200% Damage (Ranged): +0(-4) cold Damage (radius 1) on hit: +0(-20) cold When wielded/worn: Ammo reloads per turn: +0 (-3) Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
[vs. quiver of yew arrows 'Frigidfurnace' (53/53, 46-64 power, 10 apr) (Quiver, 1 of 2)]acidic quiver of ash arrows (17/17, 21-29 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.0 - 29.4(-25.0 - -35.0) Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 (-3) Crit. chance: +1.5% (-0.5%) Capacity: 17 (-36) On weapon hit: * 0% chance to reduce all saves and defense by 13 - 20% chance to create vines that bind the target to the ground dealing 62 nature damage and pinning them for 3 turns On weapon crit: + Splash the target with acid dealing 95 damage over 5 turns and reducing armor and accuracy by 12 Damage (Ranged): +0(-4) cold Damage (radius 1) on hit: +0(-20) cold When wielded/worn: Ammo reloads per turn: +0 (-3) Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
[vs. quiver of yew arrows 'Frigidfurnace' (53/53, 46-64 power, 10 apr) (Quiver, 1 of 2)]arcing quiver of ash arrows of accuracy (22/22, 17-23 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 17.0 - 23.8(-29.0 - -40.6) Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +7 (-3) Crit. chance: +1.5% (-0.5%) Capacity: 22 (-31) On weapon hit: * 0% chance to reduce all saves and defense by 13 - 20% chance to create vines that bind the target to the ground dealing 62 nature damage and pinning them for 3 turns + 25% chance for lightning to strike from the target to a second target dealing 57 damage Damage (Ranged): +0(-4) cold Damage (radius 1) on hit: +0(-20) cold When wielded/worn: Ammo reloads per turn: +0 (-3) Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
[vs. quiver of yew arrows 'Frigidfurnace' (53/53, 46-64 power, 10 apr) (Quiver, 1 of 2)]self-loading quiver of ash arrows of vileness (21/21, 20-28 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.5 - 28.7(-25.5 - -35.7) Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 (-3) Crit. chance: +1.5% (-0.5%) Capacity: 21 (-32) Turns elapse between self-loadings: 4 On weapon hit: * 0% chance to reduce all saves and defense by 13 * 11% chance to reduce strength, dexterity, and constitution by 18 - 20% chance to create vines that bind the target to the ground dealing 62 nature damage and pinning them for 3 turns Damage (Ranged): +11 blight / +0(-4) cold Damage (radius 1) on hit: +0(-20) cold When wielded/worn: Ammo reloads per turn: +0 (-3) Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
[vs. quiver of yew arrows 'Frigidfurnace' (53/53, 46-64 power, 10 apr) (Quiver, 1 of 2)]tundral quiver of ash arrows of erosion (14/14, 22-30 power, 7 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 22.0 - 30.8(-24.0 - -33.6) Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 (-3) Crit. chance: +1.5% (-0.5%) Capacity: 14 (-39) On weapon hit: * 0% chance to reduce all saves and defense by 13 - 20% chance to create vines that bind the target to the ground dealing 62 nature damage and pinning them for 3 turns Damage (Ranged): +12(+8) cold / +14 nature Damage (radius 1) on hit: +0(-20) cold Damage (radius 2) on crit: +11 cold When wielded/worn: Ammo reloads per turn: +0 (-3) Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
Coral Spray (8 def, 8 armour, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
[vs. Urthesarach (3 def, 2 armour) (Main armor)]Nature's Blessing (8 def, 6 armour) Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-25 (-8 eff.)) Physical crit. chance: +0.0% (-3.0%) Armour: +6 (+4) Defense: +8 (+2 eff.) (+5 (+1 eff.)) Ranged Defense: +4 (+1 eff.) Fatigue: +8% (+2%) Changes stats: +3 Wil / +4 Con Changes resistances: +0%(-16%) lightning / +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Critical mult.: +0.00% (-5.00%) Reduces incoming crit damage: 0.00% (-5.00%) Spell save: +18 (+9 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Maximum stamina: +0.00 (-20.00) Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
[vs. Urthesarach (3 def, 2 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. cured leather armour of lightning resistance (6 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-25 (-8 eff.)) Physical crit. chance: +0.0% (-3.0%) Armour: +4 (+2) Defense: +6 (+2 eff.) (+3 (+1 eff.)) Fatigue: +7% (+1%) Changes resistances: +16%(-) lightning Critical mult.: +0.00% (-5.00%) Reduces incoming crit damage: 0.00% (-5.00%) Maximum stamina: +0.00 (-20.00) A suit of armour made of leather. |
[vs. Storm Bringer's Gauntlets (0 def, 5 armour) (On hands)]Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +0 (-5) Changes stats: +0(-6) Mag / +4 Wil / +4 Cun Changes resistances: +10% nature / +0%(-15%) lightning Changes damage: +5% nature / +0%(-15%) lightning Talent mastery: +0.20 Wild-gift / Slime Critical mult.: +0.00% (-20.00%) Poison immunity: +20% Spellpower: +0 (+0 eff.) (-12 (-6 eff.)) Spell crit. chance: +0% (-5%) Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
This item will automatically be transmogrified when you leave the level.2 aquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
[vs. brass lantern 'Dairystir' (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light / +0%(-6%) arcane Spell save: +0 (+0 eff.) (-3 (-2 eff.)) Mana each turn: +0.00 (-0.08) Maximum life: +0.00 (-42.00) Spell crit. chance: +0% (-3%) Light radius: +5 (+2) Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(58 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
[vs. iron torque of gale force [power 105] (15 cooldown) (Tool)]Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
[vs. iron torque of gale force [power 105] (15 cooldown) (Tool)]This item will automatically be transmogrified when you leave the level. miner's dwarven-steel pickaxe (dig speed 24 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. iron torque of gale force [power 105] (15 cooldown) (Tool)]Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+10 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 5 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
[vs. iron torque of gale force [power 105] (15 cooldown) (Tool)]Imp Claw Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 107.84 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. iron torque of gale force [power 105] (15 cooldown) (Tool)]This item will automatically be transmogrified when you leave the level. yew totem of stinging [power 242] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to sting an enemy dealing 242 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. iron torque of gale force [power 105] (15 cooldown) (Tool)]This item will automatically be transmogrified when you leave the level. ash wand of conjuration [power 180] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a magical bolt dealing 207 lightning damage Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to 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
Exterminator (Roguelike)
Killed 1000 creatures.By archer the Skeleton Archer level 16
24th Dusk 122nd year of Ascendancy at 01:40 see stats
Level 10 (Roguelike)
Got a character to level 10.By archer the Skeleton Archer level 10
2nd Summertide 122nd year of Ascendancy at 11:19 see stats
The Arena (Roguelike)
Unlocked Arena mode.By archer the Skeleton Archer level 10
2nd Summertide 122nd year of Ascendancy at 11:33 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By archer the Skeleton Archer level 15
19th Dusk 122nd year of Ascendancy at 01:31 see stats
Log
Something hits archer for (44 absorbed), 0 fire (0 total damage).
Archer is on fire!
Something hits archer for (44 absorbed), 0 fire (0 total damage).
Archer is no longer out of phase.
Talent Re-assemble is ready to use.
Burning from Ivyna the sand-drake hits archer for (29 absorbed), 0 fire (0 total damage).
Ivyna the sand-drake's Beyond the Flesh misses archer.
Your shield crumbles under the damage!
The shield around archer crumbles.
Something hits archer for (6 absorbed), 48 physical (49 total damage).
Archer recovers sight.
Archer shrugs off the effect 'Off-balance'!
Burning from Ivyna the sand-drake hits archer for 33 fire damage.
Something hits archer for 93 physical damage.
Ivyna the sand-drake's Beyond the Flesh misses archer.
Archer uses Re-assemble.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
War hound hits archer for 55 physical damage.
archer receives 289 healing from Re-assemble.
Ritch flamespitter hits archer for 68 fire damage.
Ivyna the sand-drake uses Knockback.
Archer resists the knockback!
Burning from Ivyna the sand-drake hits archer for 33 fire damage.
Ivyna the sand-drake hits archer for 107 physical, 10 mind, 10 physical, 14 physical (144 total damage).
Lisussra the sandworm hits archer for 12 nature, 4 fire, 13 nature, 4 fire (36 total damage).
archer the level 17 skeleton archer was flamed to death by Lisussra the sandworm on level 4 of Sandworm lair.
























































































