










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Zephyr 1.5.5 Inferno Race Pack 1.4.0Adds a collection of my races. Tough Melinda 1.5.0This mod give 1000 more hp to Melinda and increase is regeneration of 100 (140 with modificator) Items Vault 1.5.0Donators/Buyers bonus! White Monk 1.5.3Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Store Restocker 1.5.5Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Crystalist 1.5.5 Minstrel 1.5.5Adds the Minstrel, a lightly armored duelist who uses the power of song to bolster strength and incapacitate foes. Implements 20 new abilities split across 5 ability trees and 2 additional artifacts (which form a set). This is my first mod for ToME4, so if you encounter any bugs or balance issues, feel free to let me know! The source code is available here: https://github.com/ArtixBot/tome4-minstrel Subrace Pack 1.3.1Adds in some random subraces. Power levels may vary. Dreamelf 1.5.5 Exile class 1.4.2Contains a new mage cass with talents from the Archmage and Necromancer class. Better Item Description 1.5.5This 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 Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Zephyr |
| Level / Exp | 15 / 57% |
| Size | medium |
| Lifes / Deaths | Killed by Sandworm Queen at level 15 on the 22nd Haze 122nd year of Ascendancy at 16:22 / 1 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 36 (base 32) |
| Constitution | 10 (base 10) |
| Magic | 44 (base 41) |
| Willpower | 17 (base 11) |
| Cunning | 12 (base 10) |
Resources
| Life | -24/294 |
| Mana | 37/203 |
| Healing Factor | 1.52 |
| Regeneration | 8.132 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +31.205122053262% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 15.703251193202 |
| See Invisible | 15.703251193202 |
Offense: Mainhand
| Damage | 59 |
| Accuracy | 49 |
| Crit Chance | 10% |
| APR | 19 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +4% |
| Light | +4% |
| Temporal | +4% |
| Physical | +23% |
| Lightning | +23% |
Offense: Damage Penetration
| Nature | +10% |
| Physical | +15% |
Defense: Base
| Armour (hardiness) | 16 (49.309173272933%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 0 |
| Physical Save | 8 |
| Spell Save | 21 |
| Mental Save | 11 |
Defense: Resistances
| Lightning | + 30%( 70%) |
| Nature | + 35%( 70%) |
| Acid | + 9%( 70%) |
| Blight | + 25%( 70%) |
| Physical | + 5%( 70%) |
| Cold | + 31%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Poison Resistance | 10% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 17 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 320 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 653% for 10 turns and instantly restoring 33 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Meta | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air archery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Spell / Swiftness | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Static Shield |
| talent | Feather Wind |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| beneficial effect | Increases defense by 14. Mobile Defense |
| beneficial effect | The mana surge engulfs the target, regenerating 5.71 mana per turn. Surging mana |
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Heightened Senses (+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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed bear paw. * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 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 | miner's pair of rough leather boots (0 def, 5 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +1% ---------- misc Infravis +2 A pair of boots made of leather. |
| Quiver | blazing quiver of yew arrows (19/19, 136% power, 10 apr)3.0 T3 arrow ammo [Ego] Nature Power 137% Range: 1.4x Uses 50% Mag, 70% Dex Dmg Physical Mastery Air Archer Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 19 Ranged+ +12 fire On Crit.r2 +8 fire Arrows are used with bows to pierce your foes to death. |
| Light source | bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +4 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 | linen wizard hat of lightning (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning A pointy cloth hat, very wizardly... |
| Tool | 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. |
| On fingers | Earthquill0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +10% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +3% nature +3% lightning HP.reg +1.10 Stun/Frz- +26% Rings can have magical properties. |
| On fingers | treant's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Acc +8 (+3 eff.) Apr +9 ----- def ----- Defense +9 (+3 eff.) Resists +6% nature +5% blight Poison- +10% Disease- +12% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Zubesebeth4.0 T2 longbow 2H weapon [Random Unique] Master Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Air Archer Acc+ +0.2% crit / acc Atk.spd 125% Range +7 While equipped: Stats +3 Str dps ---------- Phys.crit +3.0% Phys.pwr +11 (+4 eff.) Dmg.mod +18% physical Res.pen +15% physical Acc +8 (+3 eff.) ----- def ----- Resists +6% nature +9% acid Longbows are used to shoot arrows at your foes. |
| On hands | storm rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 5 lightning Dmg.mod +3% lightning ----- def ----- Armour +1 Resists +6% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | troll-hide cured leather armour of Eyal (2 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego++] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Max.HP +84.00 HP.reg +4.00 Heal.mod +22% A suit of armour made of leather. |
| Cloak | thick linen cloak of Eldoral (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starseer's steel amulet0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +1 Mag dps ---------- Spell.crit +3% Spell.pwr +3 (+2 eff.) Dmg.mod +5% physical +4% temporal +4% light +4% darkness Amulets can have magical properties. |
Inventory
healing infusion of the sneak (heal 53)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 53 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (408% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 408% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 10%; cure magical)0.1 T1 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 cure yourself of one random magical effect and reduce all damage taken by 10% for 5 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 16%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 16% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 18%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
biting gale rune of the warrior (60 cold damage; freeze 3 turns with power 26)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 60.20 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 26 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the warrior (708% regen over 10 turns; 35 instant mana)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 708% for 10 turns and instantly restoring 35 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Berinarirek the stralite amulet0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Dex dps ---------- Mind.crit +5% ----- def ----- Resists +3% nature +17% temporal Phys.save +11 (+11 eff.) Spell.save +19 (+9 eff.) Mind.save +18 (+13 eff.) Pinning- +27% Knockbk- +28% ---------- misc Psi/ret +0.08 Max.hate +2.00 Amulets can have magical properties. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+4 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Gluthra the copper ring0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +6 (+3 eff.) ----- def ----- Armour +2 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Resists +3% acid +12% light +9% darkness Teleport- +15% Rings can have magical properties. |
copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Rings can have magical properties. |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+6 eff.) Rings can have magical properties. |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings can have magical properties. |
thought-forged steel dagger of erosion (107% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Nature/Psionic Power 107% Range: 1.3x Uses 45% Mag, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 mind +6 temporal +7 nature On Hit: * 12% chance to cause random gloom While equipped: Stats +1 Cun +1 Wil Sharp, short and deadly. |
Surefire4.0 T1 longbow 2H weapon [Unique] Master Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Air Archer Acc+ +0.2% crit / acc Atk.spd 133% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) Steady Shot: Level 2.0 Pwr.cost 8 out of 8/8. Range 7 Travel.spd instantaneous Description: Fire a steady shot, doing 151% damage with a 24% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
arcing steel longsword of massacre (120% power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Ego] Arcane/Master Power 121% Range: 1.4x Uses 100% Mag Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 lightning On Hit: * 25% chance for lightning to arc to a second target Sharp, long, and deadly. |
blazebringer's steel longsword of purging (107% power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Ego++] Nature/Disrupt Power 107% Range: 1.4x Uses 100% Mag Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 nature On Crit.r2 +7 fire On Hit: * 25% chance to remove a magical effect While equipped: dps ---------- All.spd +2% Res.pen +6% fire Sharp, long, and deadly. |
Phoenixcrack the vined mindstar (85% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature This natural frost should be returned to the wyrm. Power 85% Range: 1.1x Uses 35% Wil, 0% Mag, 15% Cun Dmg Mind Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +4 fire While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+4 eff.) Dmg.mod +8% cold Res.pen +15% lightning +8% cold Melee Ret 7 ice ----- def ----- Armour +6 Resists +8% cold +12% fire Max.HP +12.00 HP.reg +0.70 Heal.mod +13% Heal/summ +13 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. |
resonating vined mindstar (87% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic This mindstar will resonate with other psionic mindstars. Power 87% Range: 1.1x Uses 35% Wil, 0% Mag, 15% Cun Dmg Nature Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+4 eff.) Dmg.mod +3% mind Res.pen +3% mind ----- def ----- Resists +3% mind Dmg.Resnn +5% ---------- misc Psi/ret +0.70 Max.hate +0.00 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. |
wrathful vined mindstar (88% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic This psionic mindstar is wrathful to the hated. Power 89% Range: 1.1x Uses 35% Wil, 0% Mag, 15% Cun Dmg Mind Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +4 (+4 eff.) ---------- misc Hate/m.crit +2.00 Psi/m.crit +2.00 Max.hate +0.00 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. |
ash magestaff of illumination (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% lightning On Hit (Melee): * 6% chance to blind ----- def ----- Defense +7 (+3 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 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. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 58.24 light damage. Staves designed for wielders of magic, by the greats of the art. |
arcing steel waraxe of daylight (104% power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane Power 105% Range: 1.4x Uses 100% Mag Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 light +8 lightning Against +5% Undead On Hit: * 25% chance for lightning to arc to a second target One-handed war axes. |
focusing woollen robe of protection (2 def, 3 armour)2.0 T2 cloth armor [Ego] Master/Psionic While equipped: Stats +4 Wil +5 Mag ----- def ----- Armour +3 Defense +2 (+1 eff.) Phys.save +16 (+14 eff.) ---------- misc Mana/turn +0.15 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy woollen robe of fire (+16%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +11% fire On Melee Ret: * Slows global speed by 4% * 3 arcane resource burn ----- def ----- Resists +16% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of corrosion (+16%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Resists +16% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
hardened leather cap of knowledge (0 def, 3 armour)2.0 T3 head armor [Ego+] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +5 (+4 eff.) ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
linen wizard hat of blight (+10%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% blight ----- def ----- Defense +1 (+1 eff.) Resists +10% blight A pointy cloth hat, very wizardly... |
prismatic steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Str 20 Heavy Armour Training [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +11% light +10% darkness A suit of armour made of mail. |
spiked steel mail armour of resilience (2 def, 6 armour)14.0 T2 heavy armor Reqs Str 20 Heavy Armour Training [Ego] Nature/Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Max.HP +28.00 A suit of armour made of mail. |
marauder's cured leather armour (4 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego+] Master While equipped: Stats +3 Str +3 Dex ----- def ----- Armour +4 Defense +4 (+2 eff.) Fatigue +7% Phys.save +5 (+5 eff.) A suit of armour made of leather. |
troll-hide cured leather armour (2 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Max.HP +30.00 HP.reg +3.70 Heal.mod +10% A suit of armour made of leather. |
11 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 Secondary Damage Type: Acid + Disarm for 2 turns 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 Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 39 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Secondary Damage Type: Nature + slow by 40% for 5 turns Gems can be sold for money or used in arcane rituals. |
Void Star1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% lightning +6% fire +6% arcane +6% cold ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 17.67 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +2 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
warded steel torque of psychoportation [power 28] (30 cooldown)2.0 T2 torque charm [Ego+] Psionic While equipped: ---------- misc Wards +1 physical +2 mind +1 darkness Talents +1 Ward Teleport randomly (rad 28) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
2 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 Secondary Damage Type: Arcane + silence for 5 turns Gems can be sold for money or used in arcane rituals. |
ash wand of clairvoyance [power 10] (6 cooldown)2.0 T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 10, power 60 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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 Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
4 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 Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Rizwell the Shalore Zephyr level 13
30th Dusk 122nd year of Ascendancy at 15:55 see stats
Level 10 (Roguelike)
Got a character to level 10.By Rizwell the Shalore Zephyr level 10
2nd Summertide 122nd year of Ascendancy at 12:47 see stats
Orbituary (Roguelike)
Stabilized the Abashed Expanse to maintain it in orbit.By Rizwell the Shalore Zephyr level 2
75th Pyre 122nd year of Ascendancy at 06:33 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Rizwell the Shalore Zephyr level 13
78th Dusk 122nd year of Ascendancy at 19:01 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Rizwell the Shalore Zephyr level 11
6th Flare 122nd year of Ascendancy at 12:21 see stats
Log
Sandworm Queen uses Infusion: Healing.
Sandworm Queen receives 113 healing from Infusion: Healing.
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The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Unstable sand tunnel hits Rizwell for (14 to static shield), 74 physical (74 total damage).
Sandworm Queen is moving less freely.
Sandworm misses Rizwell.
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Rizwell slows down.
Talent Lightning is ready to use.
Talent Phase Door is ready to use.
The unstable sand tunnel collapses!
Xeromira the sand-drake stops regenerating health quickly.
Green worm mass misses Rizwell.
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Rizwell shoots!
Rizwell's Shoot hits Green worm mass for 77 physical, 12 fire (89 total damage).
Talent Chain Lightning is ready to use.
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Green worm mass misses Rizwell.
Green worm mass misses Rizwell.
Sandworm Queen breathes sand!
Saving game...









































































