









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | QuickTome: Remove Traps 1.3.1 Possessor Tweaks 1.5.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Additional Randart Properties 1.5.10 QuickTome: Improved Recall 1.5.10Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
QuickTome: Event Changes 1.3.1 Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Class: Revamped Wyrmic 1.5.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Items Vault 1.5.0Donators/Buyers bonus! QuickTome: Vault Tweaks 1.4.8This addon is part of the QuickTome addon set. This addon changes various vaults to be less annoying. Mostly, this means replacing some diggable walls with doors or empty space. CompatibilityThis addon OVERLOADS these files, and will not be compatible with other addons that touch them: Weight: 216047 QuickTome: Resource Tweaks 1.3.1 QuickTome: Remove Stat Requirements 1.5.5 QuickTome: Item Tweaks 1.4.8 TS Inventory Squelching 1.5.10Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. Directly copied from yrriban's addon, but updated to work for characters with Tinkers and with a few more squelching options. Possessor Bonus Class 1.5.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Better Item Description 1.5.10This 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 QuickTome: Arena Skip 1.3.1 Forbidden Cults 1.5.9Official 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 | Insane Roguelike |
| Sex | Male |
| Race | Drem |
| Class | Cultist of Entropy |
| Level / Exp | 17 / 60% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 17 on the 6th Loss 122nd year of Ascendancy at 15:27 / 2Killed by Polerin the white ooze at level 17 on the 6th Loss 122nd year of Ascendancy at 15:41 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 37 (base 33) |
| Magic | 54 (base 44) |
| Willpower | 14 (base 10) |
| Cunning | 22 (base 13) |
Resources
| Life | -128/571 |
| Mana | 216/216 |
| Insanity | 82/100 |
| Healing Factor | 1.195652173913 |
| Regeneration | 0.29891304347826 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 14 |
| Crit Chance | 7% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +22% |
| Temporal | +8% |
| Lightning | +14% |
| Arcane | +7% |
| Mind | +5% |
| All | +2% |
Offense: Damage Penetration
| Darkness | +10% |
| Mind | +15% |
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 29.201116321116 (40%) |
| Defense | 21 |
| Ranged Defense | 28 |
| Fatigue | 6 |
| Physical Save | 17 |
| Spell Save | 23 |
| Mental Save | 25 |
Defense: Resistances
| Blight | + 19%( 70%) |
| Arcane | + 11%( 70%) |
| Cold | + 16%( 70%) |
| All | + 5%( 70%) |
| Darkness | + 15%( 70%) |
| Light | + 16%( 70%) |
| Temporal | + 8%( 70%) |
| Lightning | + 28%( 70%) |
| Mind | + 14%( 70%) |
| Fire | + 11%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 32% |
| Confusion Resistance | 55% |
| Blind Resistance | 10% |
| Silence Resistance | 25% |
| Bleed Resistance | 15% |
| Pinning Resistance | 20% |
| Disarm Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| 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 348% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 16% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 370 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Demented / Oblivion | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Demented / Madness | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Void | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Demented / Calamity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Revelation |
| talent | Grand Oration |
| talent | Twofold Curse |
| detrimental effect | The target is wasting away from entropic forces, taking 8 damage per turn. Entropic Wasting |
| beneficial effect | Increases spell critical chance by 6%. At 5 stacks, next Nether spell is empowered. 3 Halo of Ruin |
| beneficial effect | Empowered by the sight of black blood, granting 5% all resistances. Spikeskin |
| detrimental effect | Alex is fed upon by Polerin the white ooze. Fed Upon |
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 successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 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.' * You've found the needed length of troll intestine. * You've found the needed wretchling eyeball. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * '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 vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed sandworm tooth. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have failed to destroy the Worm in time, the Sanctuary has been destroyed. | failed |
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 | undeterred pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +3 Fatigue +2% Silence- +25% Confus- +20% Stun/Frz- +22% ---------- misc Stam/turn +0.40 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Bogbright2.0 T1 lite [Rare] Nature While equipped: dps ---------- Mov.spd +10% ----- def ----- Max.HP +42.00 ---------- misc Light +2 On Mind Hit: 5% Slime Spit 1 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 | rough leather cap 'Daimegandur' (3 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.pwr +10 (+5 eff.) Res.pen +10% mind Acc +4 (+4 eff.) ----- def ----- Armour +1 Defense +3 (+1 eff.) Rng.Def +3 (+2 eff.) Fatigue +1% Resists +6% cold +6% fire Max.HP +30.00 A cap made of leather. |
| Tool | iron pickaxe of the Iron Throne (dig speed 19 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Max.HP +20.00 ---------- misc Max.stam +16.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Hethel0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind +6% temporal Res.pen +5% mind +15% temporal ----- def ----- Fatigue -5% Resists +3% temporal ---------- misc Max.enc +22 Rings can have magical properties. |
| On fingers | steel ring 'Hanodohir'0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+4 eff.) Dmg.mod +12% lightning ----- def ----- Resists +24% lightning +6% cold +6% arcane Max.HP +26.00 Disarm- +21% Pinning- +20% Knockbk- +20% Rings can have magical properties. |
| Around waist | Tivor the Bleakwither1.0 T1 belt armor [Rare] Nature While equipped: Stats +5 Dex +4 Cun dps ---------- Melee+ 12 darkness Dmg.mod +2% all ----- def ----- Max.HP +31.00 ---------- misc Telepathy Humanoid/Orc A belt that goes around your waist. |
| In main hand | yew vilestaff 'Eilinumitha' (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Melee+ 8 blight Dmg.mod +20% darkness Res.pen +10% darkness ----- def ----- Armour +4 Defense +9 (+4 eff.) Rng.Def +9 (+5 eff.) Resists +15% blight Confus- +15% Stun/Frz- +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | hardened leather gloves 'Eilinowen' (0 def, 2 armour)1.0 T3 hands armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +4 (+1 eff.) Dmg.mod +5% arcane Melee Ret 20 arcane ----- def ----- Armour +2 Resists +18% nature Cut- +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | prismatic reinforced leather armour of clarity (4 def, 7 armour)9.0 T4 light armor [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +7 Defense +4 (+2 eff.) Fatigue +8% Resists +12% light +11% darkness +9% mind Mind.save +11 (+6 eff.) A suit of armour made of leather. |
| Cloak | linen cloak 'Manorelar' (4 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Hardiness +10% Defense +4 (+2 eff.) Rng.Def +3 (+2 eff.) Spell.save +3 (+1 eff.) Max.HP +33.00 Blind- +10% Disease- +5% Cut- +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | gold amulet of magic (+4)0.1 T3 amulet jewelry [Ego] Arcane While equipped: Stats +4 Mag Amulets can have magical properties. |
Inventory
phase door rune (range 6; power 15; dur 4)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
wizard's copper ring of aether (+11%)0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% arcane ----- def ----- Resists +11% arcane Spell.save +6 (+3 eff.) Rings can have magical properties. |
ash starstaff of might (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% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +6 (+2 eff.) Dmg.mod +15% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Xubrenn (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% cold On Hit (Melee): * 9% chance to blind ----- def ----- Defense +17 (+8 eff.) Rng.Def +9 (+5 eff.) Resists +6% acid +9% fire +3% darkness Confus- +30% Stun/Frz- +10% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 79.47 light damage. Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel greatmaul 'Lustrespire' (43-64.5 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Disrupt Power 43.0 - 64.5 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +16 light On Hit: * 19 arcane resource burn While equipped: Stats +2 Str +3 Dex +8 Mag +2 Con Massive two-handed mauls. |
Belirin the steel waraxe (11.5-16.1 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Psionic Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 mind On Hit: * 14% chance to cause random gloom While equipped: Stats +3 Cun +2 Wil dps ---------- Dmg.mod +9% mind ----- def ----- Resists +12% mind Phys.save +30 (+16 eff.) Blind- +15% Cut- +10% Stun/Frz- +10% One-handed war axes. |
steel waraxe (11-15.4 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
dwarven-steel waraxe of erosion (21-29.4 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Nature Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +6 nature +6 temporal One-handed war axes. |
warbringer's steel dagger of purging (13-16.9 power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Disrupt/Master Power 13.0 - 16.9 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 nature On Hit: * 25% chance to remove a magical effect While equipped: Stats +1 Con dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +5% physical ----- def ----- Disarm- +10% Sharp, short and deadly. |
blooming vined mindstar of life (5-5.5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.0 - 5.5 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Max.HP +10.00 HP.reg +0.70 Heal.mod +10% Heal/summ +21 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mighty yew longbow of nature4.0 T3 longbow 2H weapon Reqs Shoot [Ego+] Nature/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +8 Ranged+ +12 nature While equipped: Stats +2 Str dps ---------- Phys.pwr +11 (+5 eff.) Res.pen +9% nature ----- def ----- Resists +3% all Longbows are used to shoot arrows at your foes. |
hardened leather sling 'Poluvena'4.0 T3 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +8 While equipped: Stats +2 Str +1 Con dps ---------- Dmg.mod +13% physical Res.pen +11% physical ----- def ----- Resists +5% arcane +3% cold Blind- +5% Teleport- +15% Slings are used to hurl stones or metal shots at your foes. |
Xanatira the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Melee+ 36 acid Dmg.mod +27% arcane Melee Ret 12 arcane ----- def ----- Armour +3 Fatigue +3% Resists +11% blight +8% darkness Spell.save +8 (+4 eff.) Mind.save +9 (+5 eff.) Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 7 turns. A cap made of leather. |
dwarven-steel helm of strength (+4) (0 def, 4 armour)3.0 T3 head armor [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
iron pickaxe 'Aerurin' (dig speed 35 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Cun +3 Str ----- def ----- Fatigue -4% Resists +3% blight +1% physical Phys.save +6 (+4 eff.) Heal/summ +40 Pinning- +5% ---------- misc Psi/kill +2.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (400/400)2.0 rod charm [Plot Item] Unknown Teleport the user to another zone after 40 turns. Uses 1 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. |
Adoda the Obsidianseam [power 79] (20 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +4 Dex +3 Con dps ---------- Acc +12 (+8 eff.) Melee Ret 12 physical ----- def ----- Resists +6% darkness Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 79 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. |
Blazevile [power 35] (20 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +3 Str +5 Con dps ---------- Melee+ 12 light Res.pen +10% light ----- def ----- Fatigue -6% Resists +9% light ---------- misc Talents +2 Lay Web Cooldown Lay Web -1 Harden the skin for 7 turns increasing armour by 35 and armour hardiness by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Alex the Drem Cultist of Entropy level 7
18th Voratun 122nd year of Ascendancy at 19:19 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Alex the Drem Cultist of Entropy level 10
27th Voratun 122nd year of Ascendancy at 11:58 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Alex the Drem Cultist of Entropy level 17
5th Loss 122nd year of Ascendancy at 11:57 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Alex the Drem Cultist of Entropy level 7
20th Voratun 122nd year of Ascendancy at 21:54 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Alex the Drem Cultist of Entropy level 16
43rd Dearth 122nd year of Ascendancy at 07:35 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Alex the Drem Cultist of Entropy level 17
6th Loss 122nd year of Ascendancy at 15:27 see stats
Log
Dark Whispers from Alex hits Shadow for 3 darkness, 22 temporal (25 total damage).
Alex hits Shadow for 0 arcane damage.
Alex hits Shadow for 15 arcane damage.
Alex hits Shadow for 15 arcane damage.
Alex killed Shadow!
Dark Whispers from Alex hits Polerin the white ooze for 14 darkness damage.
Alex loses 7 health to the entropy.
Your summoned hallucination disappears.
Your summoned hallucination disappears.
Sanity Warp hits Shadow for 2 darkness damage.
Sanity Warp hits Shadow for 0 darkness damage.
Sanity Warp hits Shadow for 2 darkness damage.
Sanity Warp hits Shadow for 3 darkness damage.
Shadow starts to bleed black blood.
Shadow casts Blindside.
Shadow hits Alex for 28 physical damage.
Shadow hits Alex for 59 physical damage.
Shadow hits Alex for 25 physical damage.
Black Blood Bleeding from Alex hits Shadow for 3 darkness damage.
Dark Whispers from Alex hits Shadow for 0 darkness damage.
Dark Whispers from Alex hits Shadow for 2 darkness damage.
Black Blood Bleeding from Alex hits Shadow for 3 darkness damage.
Dark Whispers from Alex hits Shadow for 1 darkness damage.
Dark Whispers from Alex hits Shadow for 1 darkness damage.
Black Blood Bleeding from Alex hits Shadow for 0 darkness damage.
Alex hits Shadow for 24 arcane damage.
Alex hits Shadow for 17 arcane damage.
Alex hits Shadow for 16 arcane damage.
Saving game...


















































































