









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
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. Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Better Item Description 1.7.4This 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 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:
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.
Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. 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. 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 |
| Campaign | Infinite |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Ghoul |
| Class | Adventurer |
| Level / Exp | 21 / 23% |
| Size | medium |
| Lifes / Deaths | Killed by Siloleta the devourer at level 21 on the 13rd Dusk 122nd year of Ascendancy at 10:58 / 1 |
Primary Stats
| Strength | 20 (base 12) |
| Dexterity | 15 (base 12) |
| Constitution | 20 (base 12) |
| Magic | 53 (base 48) |
| Willpower | 28 (base 22) |
| Cunning | 31 (base 26) |
Resources
| Mana | 81/310 |
| Psi | 177/241 |
| Life | -331/206 |
| Stamina | 200/215 |
| Soul | 8/10 |
| Healing Factor | 1.0870588855781 |
| Regeneration | 6.7941180348631 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 12 |
| See Stealth | 19.568871400313 |
| See Invisible | 19.568871400313 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 41 |
| Crit Chance | 10% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +72% |
| Temporal | +12% |
| Nature | +4% |
| Arcane | +15% |
| Cold | +18% |
| All | 0% |
Offense: Damage Penetration
| Physical | +20% |
| Acid | +20% |
| Light | +20% |
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 26 (35.65183292883%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 21.4 |
| Spell Save | 27.8 |
| Mental Save | 27 |
Defense: Resistances
| Blight | + 40%( 70%) |
| Physical | + 17%( 70%) |
| Cold | + 19%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 20%( 70%) |
| Light | + 16%( 70%) |
| Temporal | + 20%( 70%) |
| Darkness | + 40%( 70%) |
| Fire | + 11%( 70%) |
| Nature | + 19%( 70%) |
Defense: Immunities
| Silence Resistance | 41% |
| Bleed Resistance | 100% |
| Confusion Resistance | 23% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Stun Resistance | 71% |
Inscriptions (3/3)
| 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 56 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: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 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 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Demented / Tentacles | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Doom covenant | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.00 |
| 2/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Cunning / Ambush | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Solipsism | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Spell / Necrosis | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Undead / Ghoul | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 12): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 14): Exterminator | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 16): Exterminator | active |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 3): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 4): Exterminator | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 8): Exterminator | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| Psionic focus | ash starstaff 'Starvortex' (15-18 power, 3 apr, darkness element)5.0 T2 staff 1H weapon [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness Res.pen +5% light ----- def ----- Defense +6 (+2 eff.) Resists +6% lightning +3% temporal +6% light Crit.chn- 10.00% ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 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 6 that illuminates the area and deals 69.93 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| Light source | Zanahir the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Melee Ret 2 acid ----- def ----- Resists +1% physical Die.at -80.00 life Disease- +10% Cut- +20% ---------- misc Light +6 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 | Hanuzilakath (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Res.pen +5% physical ----- def ----- Armour +3 Fatigue +1% Resists +6% fire +5% cold HP.reg +4.00 Disease- +10% A hat made of leather. Very stylish. |
| On feet | undeterred pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +3 Fatigue +2% Silence- +21% Confus- +23% Stun/Frz- +21% ---------- misc Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | Getoharabar the Floemoon0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Str dps ---------- Res.pen +5% physical ----- def ----- Armour +4 Resists +2% physical Rings make your fingers look great! |
| On fingers | savior's gold ring of arcana (+0.14/turn)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +6 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Silence- +20% ---------- misc Mana/turn +0.14 Rings make your fingers look great! |
| Around neck | restful gold amulet0.1 T3 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +1.00 Amulets make your neck look great! |
| In main hand | short elven-wood starstaff of illumination (25-30 power, 5 apr, darkness element)5.0 T4 staff 1H weapon [Ego] Nature/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+4 eff.) Dmg.mod +25% darkness ----- def ----- Defense +7 (+2 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 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 6 that illuminates the area and deals 69.93 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Dourlash the iron gauntlets (15 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 5 nature Dmg.mod +4% nature +3% darkness Res.pen +10% physical ----- def ----- Armour +1 Defense +15 (+5 eff.) Fatigue +1% Resists +5% nature 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. |
| Around waist | Xobeth the Ravenveil1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) Dmg.mod +3% cold +9% darkness +12% temporal Res.pen +15% temporal Melee Ret 2 temporal ----- def ----- Resists +3% temporal Mind.save +6 (+3 eff.) A belt that goes around your waist. |
| Cloak | Shineclash the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Res.pen +20% acid +15% light Melee Ret 6 light ----- def ----- Defense +2 (+0 eff.) Resists +6% light ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Bindings of Eternal Night (12 def, 12 armour)6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+4 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Inventory
healing infusion (heal 40; cd 14)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 40 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Acid Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Blindtitan0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +1 Cun dps ---------- Dmg.mod +6% mind On Hit (Melee): * 10% chance to reduce damage dealt by 15% ----- def ----- Resists +3% temporal +10% light +11% darkness Mind.save +6 (+3 eff.) Blind- +23% ---------- misc Psi/ret +0.12 Amulets make your neck look great! |
Elewen0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Con ----- def ----- Resists +3% blight +6% temporal Phys.save +11 (+4 eff.) Spell.save +11 (+4 eff.) Mind.save +13 (+6 eff.) Max.HP +20.00 Pinning- +10% Amulets make your neck look great! |
Neresema the gold amulet0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +2 Con ----- def ----- Armour +2 Fatigue -6% HP.reg +1.00 Amulets make your neck look great! |
Ragohir0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex ----- def ----- Resists +9% lightning +3% acid Knockbk- +10% Amulets make your neck look great! |
clarifying steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +12% mind Confus- +27% Amulets make your neck look great! |
steel amulet 'Gunirand'0.1 T2 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +12% lightning +3% temporal +6% light Heal.mod +12% Cut- +50% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 142 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
steel amulet of cunning (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun Amulets make your neck look great! |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+1 eff.) Rings make your fingers look great! |
Xotira the dwarven-steel dagger (22-29 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Rare] Master Power 22.5 - 29.2 Physical Uses 50% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 mind While equipped: Stats +1 Cun dps ---------- Mind.crit +2% Crit.mult +5.00% Dmg.mod +12% mind Res.pen +10% mind ---------- misc Max.psi +10.00 Sharp, short and deadly. |
balanced dwarven-steel greatsword of paradox (35-56 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane/Master Power 35.5 - 56.8 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 temporal While equipped: dps ---------- Acc +10 (+4 eff.) ----- def ----- Defense +7 (+2 eff.) Resists +13% temporal Disarm- +30% Massive two-handed swords. |
steel greatsword (25-40 power, 2 apr)3.0 T2 greatsword 2H weapon [Normal] Power 25.0 - 40.0 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
Morrigor (50-70 power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Arcane/Unknown Power 50.0 - 70.0 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 30.48 arcane and 45.58 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+8 eff.) ---------- misc Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
thought-forged dwarven-steel mace of massacre (30-42 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Master/Psionic Power 30.0 - 42.0 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +5 mind On Hit: * 10% chance to reduce all saves and defense by 18 While equipped: Stats +2 Cun +1 Wil Blunt and deadly. |
Prismparry the hardened leather sling4.0 T3 sling 1H weapon Reqs Dex 24 [Rare] Master Power 0.0 - 0.0 Physical Uses 0% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +16 light While equipped: Stats +2 Str +1 Wil dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +5% nature ----- def ----- Resists +9% light ---------- misc Max.hate +4.00 Slings are used to hurl stones or metal shots at your foes. |
Blindkill (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Rare] Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +16% Mind.crit +3% Crit.mult +33.00% Spell.pwr +12 (+4 eff.) Dmg.mod +6% light +25% fire Res.pen +5% mind +5% light On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Mind.save +9 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Toredebar (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Cun +2 Str dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness +3% arcane Res.pen +10% blight ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.26 Vim/s.crit +2.00 Max.mana +42.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash magestaff of power (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +11.00% Spell.pwr +10 (+4 eff.) Dmg.mod +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Forestmire (10-15 power, 0 apr)3.0 T1 steamsaw 1H weapon Reqs Steam Pool [Rare] Nature/Steamtech Power 10.0 - 15.0 Phys.bleed Uses 100% Mag Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +9 On Crit.r2 +4 nature Uses 1.0 Steam While equipped: dps ---------- Melee+ 7 lightning Dmg.mod +9% nature Melee Ret 1 lightning ----- def ----- Armour +8 Defense +2 (+0 eff.) Fatigue +4% Resists +5% arcane HP.reg +2.00 Disease- +20% Silence- +20% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+7 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
woollen robe of darkness (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +15% darkness +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Adiribeth the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.pwr +15 (+7 eff.) Acc +10 (+4 eff.) Apr +3 ----- def ----- Armour +3 Fatigue +2% Resists +7% lightning +6% temporal +3% physical ---------- misc Max.vim +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Icepassion (15 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Spell.pwr +4 (+2 eff.) Melee Ret 4 cold ----- def ----- Armour +3 Defense +15 (+5 eff.) Fatigue +2% Resists +6% nature +12% mind +3% light Phys.save +3 (+0 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Normal] While equipped: ----- def ----- Armour +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Skyspitter (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +15% mind Res.pen +10% lightning Melee Ret 6 nature ----- def ----- Armour +1 Fatigue +1% Resists +9% nature +5% cold ---------- misc Breathe water A cap made of leather. |
shimmering linen wizard hat of darkness (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% darkness +11% arcane ----- def ----- Defense +1 (+0 eff.) Resists +16% darkness ---------- misc Max.mana +10.00 A pointy cloth hat, very wizardly... |
steel mail armour 'Eilinylaith' (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +5% temporal Melee Ret 6 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +18% lightning +3% temporal Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of mail. |
cleansing rough leather armour of lightning resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +15% lightning +11% nature +10% blight A suit of armour made of leather. |
steel shield 'Dourquench' (0 def, 4 armour, 82 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +9% darkness +12% physical ---------- misc Talents +1 Block Handheld deflection devices. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
320 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Blindstriker (dig speed 26 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Dex dps ---------- Phys.pwr +6 (+3 eff.) Mov.spd +10% Dmg.mod +18% lightning +6% arcane Res.pen +25% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 15% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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. |
quick iron torque of clear mind [power 1] (6/16 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 16 cooldown Torques are made by powerful psionics to store psionic powers. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Infinite x10 (Insane (Roguelike) difficulty)
Got to level 10 of the infinite dungeon.By Gorith the Ghoul Adventurer level 13
5th Flare 122nd year of Ascendancy at 01:43 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Gorith the Ghoul Adventurer level 10
10th Mirth 122nd year of Ascendancy at 12:21 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Gorith the Ghoul Adventurer level 20
11st Dusk 122nd year of Ascendancy at 09:21 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Gorith the Ghoul Adventurer level 1
74th Pyre 122nd year of Ascendancy at 14:30 see stats
The Restless Dead (Insane (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Gorith the Ghoul Adventurer level 19
10th Dusk 122nd year of Ascendancy at 07:31 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Gorith the Ghoul Adventurer level 14
5th Flare 122nd year of Ascendancy at 21:00 see stats
Log
Gorith HEALS from arcane damage!
Gorith HEALS from lightning damage!
Siloleta the devourer's fire area effect hits Gorith for 1 to psi, 10 fire, 1 healing (0 psi heal), 1 to psi, 9 cold, 1 healing (0 psi heal), 1 to psi, 9 lightning, 1 healing (0 psi heal), 0 arcane, 1 healing (0 psi heal) (34 total damage) [9 healing].
Siloleta the devourer tries to bite Gorith with razor sharp teeth!
Siloleta the devourer misses Gorith.
Gorith resists the cut!
The Cog spins up and deflects the blow from Gorith!
Gorith HEALS from cold damage!
Gorith HEALS from fire damage!
Gorith converts some damage to Psi!
Gorith HEALS from arcane damage!
Gorith HEALS from lightning damage!
Spikes of Decrepitude hits Siloleta the devourer for (10 turned into osmosis), 10 cold, (15 turned into osmosis), 15 darkness (27 total damage).
Gorith's Beyond the Flesh hits Siloleta the devourer for (3 turned into osmosis), 3 physical, (7 turned into osmosis), 7 nature, (15 turned into osmosis), 15 darkness, (5 turned into osmosis), 5 nature (32 total damage).
Only Ashes Left from Siloleta the devourer hits Gorith for 1 to psi, 7 fire, 1 healing (0 psi heal), 1 to psi, 6 cold, 1 healing (0 psi heal), 1 to psi, 6 lightning, 1 healing (0 psi heal), 0 arcane, 1 healing (0 psi heal) (24 total damage) [6 healing].
Gorith hits Siloleta the devourer for (30 turned into osmosis), 69 light (70 total damage).
Gorith HEALS from cold damage!
Gorith HEALS from fire damage!
Gorith converts some damage to Psi!
Gorith HEALS from arcane damage!
Gorith HEALS from lightning damage!
Rain of Fire hits Gorith for 1 to psi, 7 fire, 1 healing (0 psi heal), 1 to psi, 7 cold, 1 healing (0 psi heal), 1 to psi, 7 lightning, 1 healing (0 psi heal), 1 to psi, 7 arcane, 1 healing (0 psi heal), 1 to psi, 7 fire, 1 healing (0 psi heal), 1 to psi, 7 cold, 1 healing (0 psi heal), 1 to psi, 7 lightning, 1 healing (0 psi heal), 1 to psi, 7 arcane, 1 healing (0 psi heal) (67 total damage) [13 healing].
Siloleta the devourer receives 40 healing.
Gorith HEALS from fire damage!
Gorith converts some damage to Psi!
Gorith HEALS from lightning damage!
Gorith HEALS from cold damage!
Siloleta the devourer's fire area effect hits Gorith for 1 to psi, 10 fire, 1 healing (0 psi heal), 1 to psi, 9 cold, 1 healing (0 psi heal), 1 to psi, 9 lightning, 1 healing (0 psi heal), 1 to psi, 10 arcane (46 total damage) [7 healing].
Gorith the level 21 ghoul adventurer was dweomered to death by Siloleta the devourer on level 17 of Infinite Dungeon.


































































































