











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Hulk! 1.4.8 Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Nyles GOD Mode 1.5.5Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside): - When activated, start a New Game.
- You will find under game options > gameplay, a new setting that lets you toggle godmode on or off.
- You can change this setting any time at any place in the game.
Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1
Update v2.0.0
ANC GOD Mode light 1.5.5In-game menu option to toggle a GODMODE cheat that gives the player invincibility. Version with HP God Mode only. All credits to Nyles, https://te4.org/games/addons/tome/nyles-godmode 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:
Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. 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. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Thalore |
| Class | Archer |
| Level / Exp | 24 / 22% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 49 (base 41) |
| Dexterity | 51 (base 41) |
| Constitution | 63 (base 41) |
| Magic | 43 (base 41) |
| Willpower | 70 (base 41) |
| Cunning | 60 (base 41) |
Resources
| Life | 105433/105433 |
| Stamina | 704/704 |
| Healing Factor | 1.344619213451 |
| Regeneration | 13519.730350399 |
Speed
| Mental | +242.33816031651% |
| Attack | +200% |
| Movement | +115% |
| Spell | +200% |
| Global | +215% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 6 |
| See Stealth | 70.753024131038 |
| See Invisible | 64.753024131038 |
Offense: Mainhand
| Damage | 156 |
| Accuracy | 81 |
| Crit Chance | 32% |
| APR | 123 |
| Speed | 0.29 |
Offense: Spell
| Spellpower | 29.5 |
| Crit Chance | 26% |
| Speed | 0.33333333333333 |
| Cooldown Reduction | 44.85 |
Offense: Mind
| Mindpower | 71 |
| Crit Chance | 19% |
| Speed | 0.33333333333333 |
Offense: Damage Bonus
| Acid | +55% |
| Blight | +46% |
| Arcane | +58% |
| Cold | +46% |
| All | 0% |
| Physical | +51% |
| Lightning | +46% |
| Light | +64% |
| Temporal | +46% |
| Mind | +46% |
| Darkness | +46% |
| Fire | +46% |
| Nature | +46% |
Offense: Damage Penetration
| Acid | +61% |
| Blight | +46% |
| Arcane | +46% |
| Cold | +46% |
| Physical | +46% |
| Darkness | +46% |
| Light | +46% |
| Temporal | +46% |
| Lightning | +46% |
| Mind | +56% |
| Fire | +46% |
| Nature | +46% |
Defense: Base
| Armour (hardiness) | 130 (100%) |
| Defense | 84 |
| Ranged Defense | 84 |
| Fatigue | 0 |
| Physical Save | 118 |
| Spell Save | 125 |
| Mental Save | 121 |
Defense: Resistances
| Acid | +100%(100%) |
| Blight | +100%(100%) |
| Arcane | +100%(100%) |
| Cold | +100%(100%) |
| All | +100%(100%) |
| Physical | +100%(100%) |
| Lightning | +100%(100%) |
| Light | +100%(100%) |
| Temporal | +100%(100%) |
| Mind | +100%(100%) |
| Darkness | +100%(100%) |
| Fire | +100%(100%) |
| Nature | +100%(100%) |
Defense: Immunities
| Disarm Resistance | 40% |
| Stun Resistance | 30% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Archery prowess | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Technique / Combat techniques | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Technique / Reflexes | 1.77 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Technique / Archery training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Technique / Marksmanship | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Generic Talents
| Cunning / Survival | 1.27 |
| 2/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 3/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Technique / Mobility | 1.00 |
| 5/5 |
| 4/5 |
| 5/5 |
| 4/5 |
| Race / Thalore | 1.00 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Trained Reactions |
| beneficial effect | Increases attack speed by 32%, grants infinite ammo, and causes all marking shots to have a 100% increased chance to mark. Trueshot |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
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. | active |
You abandoned lone alchemist, to death. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You abandoned lost defiler, to death. Escort: lost defiler (level 3 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Cyroyalle the grave wight. Escort: lost defiler (level 8 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Xanerith the ghast. Escort: lost sun paladin (level 6 of Dreadfell) | failed |
You abandoned temporal explorer, to death. Escort: temporal explorer (level 5 of Dreadfell) | failed |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You must explore Norgos' Lair. * You must explore the Heart of the Gloom. | 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 have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Radiancepride the pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 6 mind Changes stats: +6 Cun Spellpower: +6 (+1 eff.) Mindpower: +15 (+4 eff.) Light radius: +3 A pair of boots made of leather. |
| Quiver | barbed quiver of dragonbone arrows of amnesia (22/22, 70-99 power, 18 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 70.5 - 98.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +14.0% Capacity: 22 On weapon hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) On weapon crit: * Wound the target dealing 275 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | Isliriara the LightransomInfused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 2 lightning Changes resistances: +6% light / +3% all Changes damage: +18% light Spell save: +5 (+0 eff.) Mental save: +12 (+2 eff.) Light radius: +4 See stealth: +18 See invisible: +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap 'Smolderrigor' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +5 Fatigue: +3% Damage when hit (Melee): 10 fire Changes stats: +5 Cun Changes resistances: +3% cold Light radius: +2 Infravision radius: +2 A cap made of leather. |
| Tool | Xeredheba the dwarven-steel pickaxe (dig speed 30 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Changes stats: +2 Str / +4 Dex / +4 Mag Changes resistances penetration: +10% mind Reduces incoming crit damage: 15.00% Physical save: +6 (+1 eff.) Maximum mana: +25.00 Maximum stamina: +30.00 Spell crit. chance: +7% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
| On fingers | Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+2 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| Around waist | hardened leather belt 'Halenik'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +11 (+2 eff.) Changes resistances: +4% physical Stealth bonus: +8 Mental save: +18 (+3 eff.) Pinning immunity: +20% A belt that goes around your waist. |
| In main hand | swiftstrike dragonbone longbow of enduringRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Travel speed: +200% When wielded/worn: Changes stats: +18 Wil / +8 Cun / +15 Con Maximum life: +165.00 Combat speed: +10% Longbows are used to shoot arrows at your foes. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Main armor | cured leather armour 'Ivadhenor' (6 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 4 temporal Changes resistances: +18% lightning / +12% temporal Changes resistances penetration: +15% acid Changes damage: +9% acid Equilibrium when hit: +0.04 Mindpower: +10 (+3 eff.) A suit of armour made of leather. |
| Cloak | Emulaith the cashmere cloak (2 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +9 Defense: +2 (+0 eff.) Changes stats: +3 Dex / +2 Wil / +2 Con Changes resistances: +5% arcane / +15% cold Changes damage: +12% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | MayothraCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +9 Defense: +30 (+6 eff.) Talent masteries: +0.27 Cunning / Survival +0.27 Technique / Reflexes Maximum stamina: +20.00 Amulets make your neck look great! |
Inventory
YvybrewenPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 39 Changes stats: +2 Dex / +2 Mag / +2 Cun Stamina each turn: +3.00 Equilibrium when hit: +0.16 Only die when reaching: -20.00 life Amulets make your neck look great! |
steel dagger (14-18 power, 6 apr)Requires: - Dexterity 16 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Sharp, short and deadly. |
steel greatsword (24-38 power, 2 apr)Requires: - Strength 16 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Massive two-handed swords. |
Voroba the DazzletitanRequires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 On weapon hit: * 20% chance to reduce armor by 27% When wielded/worn: Changes stats: +16 Str / +9 Dex / +9 Mag / +8 Wil / +5 Cun / +9 Con Changes resistances penetration: +20% light / +10% acid Changes damage: +3% acid Reduces incoming crit damage: 15.00% See invisible: +3 Longbows are used to shoot arrows at your foes. |
elm longbowRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. 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: 100% Firing range: +6 Longbows are used to shoot arrows at your foes. |
mighty yew longbow of lightningRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (Ranged): +8 lightning When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +5 Str Changes damage: +12% lightning Longbows are used to shoot arrows at your foes. |
penetrating elven-wood longbow of fireRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 Damage (Ranged): +14 fire When wielded/worn: Changes resistances penetration: +14% physical Changes damage: +18% fire Longbows are used to shoot arrows at your foes. |
yew longbowRequires: - Dexterity 24 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Longbows are used to shoot arrows at your foes. |
dwarven-steel longsword 'Rimefoe' (34-47 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20 arcane resource burn Damage (radius 2) on crit: +12 cold When wielded/worn: Damage when hit (Melee): 2 cold Changes resistances: +9% blight Changes resistances penetration: +5% cold Changes damage: +6% lightning Sharp, long, and deadly. |
acidic steel mace of erosion (12-18 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 83 damage over 5 turns and reducing armor and accuracy by 11 Damage (Melee): +5 nature Blunt and deadly. |
DuskoathRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (Ranged): +7 cold Damage (radius 1) on hit: +8 cold When wielded/worn: Damage when hit (Melee): 2 darkness Changes resistances: +12% cold Changes resistances penetration: +25% arcane Changes damage: +9% darkness / +11% cold Slings are used to hurl stones or metal shots at your foes. |
Hare-Skin SlingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+2 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 5 power out of 8/8) : Effective talent level: 3.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Staff of AbsorptionRequires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+4 eff.) Spellpower: +20 (+2 eff.) Spell crit. chance: +10% It can be used to absorb energies Activation costs 597 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
mindwoven woollen robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all Mental save: +15 (+2 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
scouring voratun gauntlets (0 def, 3 armour)Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Effects when hit in melee: * 24 arcane resource burn Spell save: +10 (+1 eff.) 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. |
Splendourcutter (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +2 Str / +4 Con Changes resistances: +3% light Changes damage: +3% light Mindpower: +30 (+8 eff.) Infravision radius: +3 A cap made of leather. |
cleansing hardened leather cap of strength (+2) (0 def, 3 armour)Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Str Changes resistances: +8% nature / +6% blight A cap made of leather. |
reinforced leather armour of Toknor (12 def, 7 armour)Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +7 Defense: +12 (+2 eff.) Fatigue: +8% Critical mult.: +12.00% A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
acidic quiver of yew arrows (23/23, 32-45 power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 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: +10 Crit. chance: +2.0% Capacity: 23 On weapon crit: * Splash the target with acid dealing 83 damage over 5 turns and reducing armor and accuracy by 11 Arrows are used with bows to pierce your foes to death. |
barbed quiver of yew arrows of vileness (14/14, 52-72 power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 51.5 - 72.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +17.0% Capacity: 14 On weapon hit: * 17% chance to reduce strength, dexterity, and constitution by 17 On weapon crit: * Wound the target dealing 275 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +8 blight Arrows are used with bows to pierce your foes to death. |
flaming quiver of elven-wood arrows of daylight (21/21, 44-62 power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 44.0 - 61.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 21 Damage (Ranged): +14 light Damage (radius 1) on hit: +20 fire Damage against: +8% Undead Arrows are used with bows to pierce your foes to death. |
plaguebringer's quiver of yew arrows of accuracy (20/20, 36-50 power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 35.5 - 49.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 20 When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 9% chance to reduce strength, dexterity, and constitution by 17 Damage (Ranged): +14 blight Arrows are used with bows to pierce your foes to death. |
psychokinetic quiver of ash arrows (10/16, 20-29 power, 7 apr)Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.5 - 28.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 16 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 269 physical damage Damage (Ranged): +8 physical Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows (16/18, 15-21 power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 15.0 - 21.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 18 Arrows are used with bows to pierce your foes to death. |
122 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Boltgore the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes damage: +6% lightning / +3% mind Equilibrium when hit: +0.16 Mindpower: +15 (+4 eff.) Mental crit. chance: +6% Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
bright alchemist's lamp of clarityCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +7 (+1 eff.) Light radius: +7 See stealth: +5 See invisible: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3)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 121 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. |
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. |
barbed pouch of stralite shots (21/21, 50-61 power, 5 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 50.5 - 60.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +13.5% Capacity: 21 On weapon crit: * Wound the target dealing 275 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Against all odds (Madness (Roguelike) difficulty)
Killed Ukruk in the ambush.By Thzralless the Thalore Archer level 21
2nd Summertide 122nd year of Ascendancy at 22:43 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By Thzralless the Thalore Archer level 9
5th Mirth 122nd year of Ascendancy at 01:17 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By Thzralless the Thalore Archer level 23
33rd Haze 122nd year of Ascendancy at 18:14 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Thzralless the Thalore Archer level 10
5th Mirth 122nd year of Ascendancy at 12:25 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Thzralless the Thalore Archer level 20
2nd Summertide 122nd year of Ascendancy at 04:48 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Thzralless the Thalore Archer level 23
29th Dusk 122nd year of Ascendancy at 11:07 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Thzralless the Thalore Archer level 15
8th Mirth 122nd year of Ascendancy at 00:18 see stats
The Right thing to do (Madness (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Thzralless the Thalore Archer level 24
33rd Haze 122nd year of Ascendancy at 18:49 see stats
Thralless (Madness (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Thzralless the Thalore Archer level 23
33rd Haze 122nd year of Ascendancy at 18:15 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Thzralless the Thalore Archer level 4
2nd Mirth 122nd year of Ascendancy at 13:48 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Thzralless the Thalore Archer level 2
1st Mirth 122nd year of Ascendancy at 12:23 see stats
Vampire crusher (Madness (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Thzralless the Thalore Archer level 19
2nd Summertide 122nd year of Ascendancy at 04:48 see stats
Log
Today is the 33rd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 18:53.
Automatic use of talent Shoot skipped: cooldown too low (0).
Automatic use of talent Headshot skipped: cooldown too low (0).
Automatic use of talent Shoot skipped: cooldown too low (0).
Automatic use of talent Headshot skipped: cooldown too low (0).
Ran for 3 turns (stop reason: didn't move).
Automatic use of talent Shoot skipped: cooldown too low (0).
Automatic use of talent Headshot skipped: cooldown too low (0).
Automatic use of talent Shoot skipped: cooldown too low (0).
Automatic use of talent Headshot skipped: cooldown too low (0).
Automatic use of talent Shoot skipped: cooldown too low (0).
Automatic use of talent Headshot skipped: cooldown too low (0).
Automatic use of talent Shoot skipped: cooldown too low (0).
Automatic use of talent Headshot skipped: cooldown too low (0).
Automatic use of talent Shoot skipped: cooldown too low (0).
Automatic use of talent Headshot skipped: cooldown too low (0).
Automatic use of talent Shoot skipped: cooldown too low (0).
Automatic use of talent Headshot skipped: cooldown too low (0).
Automatic use of talent Shoot skipped: cooldown too low (0).
Automatic use of talent Headshot skipped: cooldown too low (0).
Automatic use of talent Shoot skipped: cooldown too low (0).
Automatic use of talent Headshot skipped: cooldown too low (0).
Automatic use of talent Shoot skipped: cooldown too low (0).
Automatic use of talent Headshot skipped: cooldown too low (0).
Automatic use of talent Shoot skipped: cooldown too low (0).
Automatic use of talent Headshot skipped: cooldown too low (0).
Ran for 11 turns (stop reason: didn't move).

























































































