









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! QuickTome QoL Changes 1.7.4Changes 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 Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Smarter Rest 1.7.6智能休息: Rest becomes smarter: ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
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: 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:
Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 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 Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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 Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Anorithil |
| Level / Exp | 21 / 25% |
| Size | medium |
| Lifes / Deaths | Killed by Pologawyn the wolf at level 21 on the 21st Dusk 122nd year of Ascendancy at 22:26 / 1 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 17 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 64 (base 50) |
| Willpower | 22 (base 10) |
| Cunning | 46 (base 42) |
Resources
| Life | -71/432 |
| Positive | 85/110 |
| Negative | 70/110 |
| Healing Factor | 1.0283363011315 |
| Regeneration | 7.4554381832034 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 2 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 11 |
| Crit Chance | 19% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 63 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +14% |
| Acid | +5% |
| Light | +39% |
| Temporal | +15% |
| Blight | +9% |
| Physical | +20% |
| Fire | 0% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +15% |
| Lightning | +5% |
| Mind | +10% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 21 (60%) |
| Defense | 7 |
| Ranged Defense | 7 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 29 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Blight | + 32%( 70%) |
| Arcane | + 16%( 70%) |
| Cold | + 9%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 19%( 70%) |
| Light | + 56%( 70%) |
| Fire | + 9%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Stun Resistance | 19% |
| Instadeath Resistance | 100% |
| Blind Resistance | 36% |
Inscriptions (3/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 392 damage for 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 20 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 451% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Glyphs | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Celestial / Star fury | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sunlight | 1.51 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Effects
| beneficial effect | The target is surrounded by a magical shield, absorbing 260/260 damage before it crumbles. Damage Shield |
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 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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed warg claw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
Equipment
| On feet | Lustrepassion the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +2 Cun +5 Wil dps ---------- Crit.mult +15.00% Spell.pwr +20 (+5 eff.) Res.pen +10% arcane ----- def ----- Armour +3 Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +7 (+3 eff.) ---------- misc Light +3 A pair of boots made of leather. |
| Light source | Lisurilaith1.0 T3 lite [Rare] Nature While equipped: Stats +1 Str +2 Dex dps ---------- Phys.crit +2.0% ----- def ----- Resists +15% blight +3% cold +6% nature Max.HP +49.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Brenegund the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane/Master While equipped: Stats +1 Cun +4 Wil dps ---------- Spell.pwr +6 (+1 eff.) Mind.pwr +15 (+7 eff.) Dmg.mod +14% light Res.pen +10% mind +10% temporal ----- def ----- Defense +2 (+2 eff.) Resists +21% light Phys.save +7 (+4 eff.) ---------- misc Mana/turn +1.80 Mana/ret +0.80 Max.mana +64.00 Manaflow: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 14 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | Xuwyn the iron torque of gale force [power 105] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Dex +4 Mag ---------- misc Light +1 Infravis +2 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 126 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
| On fingers | mule's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +3.00 Stun/Frz- +20% ---------- misc Max.enc +22 Rings make your fingers look great! |
| On fingers | Durylarak the copper ring0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Spell.pwr +25 (+6 eff.) Dmg.mod +10% light On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 29 ----- def ----- Resists +20% light +3% blight Rings make your fingers look great! |
| Around waist | Ce'Nuyabeth the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Armour +2 Resists +3% fire +5% arcane +6% nature Max.HP +32.00 Blind- +10% A belt that goes around your waist. |
| In main hand | Eclipse (117% power, 4 apr, darkness element)5.0 T2 staff 2H weapon [Unique] Arcane Power 117% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+3 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
| On hands | Islumira the hardened leather gloves (0 def, 9 armour)1.0 T2 hands armor [Random Unique] Nature/Psionic While equipped: Stats +1 Str dps ---------- Crit.mult +10.00% Melee+ 5 acid 7 physical Dmg.mod +5% acid +5% physical ----- def ----- Armour +9 Resists +6% acid HP.reg +4.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +1.20 Max.stam +10.00 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. |
| Main armor | Robes of Deflection (0 def, 7 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Armour +7 Hardiness +30% Resists +7% all On Spell Hit: 4% Evasion 1 This set of robes seems to shine with metallic colors. |
| Cloak | Shimmerrupture (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Dex +5 Mag dps ---------- Dmg.mod +3% blight Res.pen +5% lightning ----- def ----- Defense +1 (+1 eff.) Resists +9% blight Phys.save +7 (+4 eff.) Mind.save +6 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Zerodradir0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +6% blight Res.pen +5% arcane ----- def ----- Resists +5% arcane +12% light +13% darkness Blind- +26% ---------- misc Masteries +0.21 Celestial/Sunlight Amulets make your neck look great! |
Inventory
Eilinedhenn the Flashbait0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% light Spell.save +3 (+1 eff.) Amulets make your neck look great! |
Filthwar0.1 T2 amulet jewelry [Rare] Disrupt While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind Res.pen +20% mind Melee Ret 10 nature ----- def ----- Resists +15% blight +18% nature +5% arcane +3% light Poison- +25% Disease- +23% Amulets make your neck look great! |
Glowlady0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Resists +3% blight +3% temporal +6% darkness Spell.save +3 (+1 eff.) Rings make your fingers look great! |
steel ring of power0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +7 (+6 eff.) Spell.pwr +6 (+1 eff.) Mind.pwr +6 (+3 eff.) Rings make your fingers look great! |
Porulerin the Shadebait (100% power, 2 apr, fire element)5.0 T1 staff 2H weapon [Rare] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Crit.mult +11.00% Spell.pwr +3 (+0 eff.) Dmg.mod +9% lightning +10% fire +3% darkness Res.pen +5% cold Melee Ret 2 darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (100% power, 2 apr, fire element)5.0 T1 staff 2H weapon [Normal] Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+0 eff.) Dmg.mod +10% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Penitence (111% power, 4 apr, nature element)5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Nature Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+3 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+7 eff.) ---------- misc Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
potent ash starstaff of channeling (115% power, 3 apr, light element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 115% Range: 1.2x Uses 80% Mag Dmg Physical 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 +18 (+4 eff.) Dmg.mod +17% light ---------- misc Mana/turn +0.13 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of wizardry (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 120% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.crit +3% Spell.pwr +11 (+2 eff.) Dmg.mod +20% darkness ---------- misc Max.mana +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
chilling steel battleaxe of paradox (125% power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Arcane Power 125% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +9 temporal +13 cold While equipped: ----- def ----- Resists +7% temporal Massive two-handed battleaxes. |
truestriking steel battleaxe (118% power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego+] Master Power 118% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +13 (+10 eff.) Apr +10 Massive two-handed battleaxes. |
Glareburst the iron greatmaul (114% power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Master Power 114% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Phys.crit +9.0% Crit.mult +17.00% Dmg.mod +6% light Apr +9 ----- def ----- Armour +6 Defense +20 (+16 eff.) Confus- +20% ---------- misc Light +2 Massive two-handed mauls. |
Bethivena (109% power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Random Unique] Arcane/Psionic Power 109% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +4 acid +8 blight +7 mind On Crit.r2 +12 acid On Hit: 20% Epidemic 2 On Hit: * 13% chance to reduce all saves and defense by 23 * 9% chance to reduce strength, dexterity, and constitution by 29 On Crit: * Splash the target with acid dealing 174 damage over 5 turns and reducing armor and accuracy by 22 While equipped: Stats +3 Cun +2 Wil dps ---------- Dmg.mod +6% acid On Hit (Melee): * 10% chance to reduce armor by 39% ----- def ----- Resists +3% temporal Disease- +14% One-handed war axes. |
Shadewell the steel dagger (123% power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 123% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +3% arcane +12% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 19% ---------- misc Equi/ret +0.04 Psi/ret +0.20 Sharp, short and deadly. |
ash longbow4.0 T2 longbow 2H weapon Reqs Shoot [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Longbows are used to shoot arrows at your foes. |
stormbringer's cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Ego+] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Crit.r2 +11 lightning +5 cold While equipped: dps ---------- Mov.spd +20% Res.pen +8% lightning +8% cold Slings are used to hurl stones or metal shots at your foes. |
Duvyrek (15/15, 109% power, 8 apr)3.0 T1 shot ammo [Rare] Nature Power 109% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +8 Crit +4.0% Capacity 15 Proj.spd +400% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 22 physical damage While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
Radhodir (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Mind.pwr +20 (+8 eff.) Dmg.mod +9% physical +9% mind +11% cold Apr +1 ----- def ----- Resists +16% cold +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) ----- def ----- Resists +7% all Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +2% Spell.pwr +3 (+0 eff.) Dmg.mod +7% arcane +6% temporal ----- def ----- Resists +7% all ---------- misc Max.mana +13.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour 'Growth's kiss' (3 def, 8 armour)9.0 T1 light armor [Rare] Nature While equipped: dps ---------- Melee+ 6 fire Ranged+ 6 fire Dmg.mod +9% nature Melee Ret 4 lightning ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +6% Resists +12% acid +13% physical +3% darkness +12% fire +9% nature +9% cold A suit of armour made of leather. |
cured leather armour of Toknor (6 def, 4 armour)9.0 T2 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +5 (+5 eff.) ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% A suit of armour made of leather. |
steel mail armour of acid resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +18% acid A suit of armour made of mail. |
Yvuth the Blizzardreeve (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Master While equipped: Stats +3 Mag +3 Wil dps ---------- Dmg.mod +6% acid Res.pen +10% cold On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- Armour +9 Fatigue +22% Resists +6% acid +31% cold A suit of armour made of metal plates. |
rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +0.60 Heal.mod +10% A belt that goes around your waist. |
enveloping linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +7 (+7 eff.) Phys.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Cyrinor' (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Defense +7 (+7 eff.) Resists +12% acid +3% fire +5% arcane Phys.save +6 (+3 eff.) Spell.save +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
scholar's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+0 eff.) ----- def ----- Armour +1 A pair of boots made of leather. |
pair of iron boots 'Shademinister' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +25% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Armour +3 Fatigue +2% Resists +3% darkness +6% fire +6% light +7% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 43.00 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
corrosive hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+6 eff.) Melee+ 8 acid Dmg.mod +3% acid ----- def ----- Armour +2 Resists +6% acid 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. |
linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
stabilizing linen wizard hat of fire (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% fire ----- def ----- Defense +1 (+1 eff.) Resists +16% fire Phys.save +5 (+3 eff.) A pointy cloth hat, very wizardly... |
bladed rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +3 Str +2 Dex ----- def ----- Armour +1 Fatigue +1% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 56.7 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(72 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Windshaper'2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str dps ---------- Res.pen +5% nature On Hit (Melee): * 10% chance to reduce armor by 39% ----- def ----- Max.HP +43.00 ---------- misc Max.stam +30.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+3 eff.) Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
Bogblast (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Fatigue -5% Resists +3% lightning +3% temporal +3% light +6% nature 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] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 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. |
Orb of Communication Orb of Communication0.0 orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
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 (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. |
Neremiwe the iron torque of clear mind [power 1] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% arcane +3% blight Res.pen +5% acid ----- def ----- Spell.save +9 (+4 eff.) ---------- misc Mana/s.crit +1.00 Max.mana +40.00 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
evasive iron torque of psionic shield [power 23] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of gale force [power 110] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 132 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Fe the Shalore Anorithil level 10
1st Summertide 122nd year of Ascendancy at 04:47 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Fe the Shalore Anorithil level 20
18th Dusk 122nd year of Ascendancy at 22:06 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Fe the Shalore Anorithil level 4
78th Pyre 122nd year of Ascendancy at 06:44 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Fe the Shalore Anorithil level 13
9th Flare 122nd year of Ascendancy at 03:50 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Fe the Shalore Anorithil level 20
19th Dusk 122nd year of Ascendancy at 21:07 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Fe the Shalore Anorithil level 14
3rd Dusk 122nd year of Ascendancy at 07:56 see stats
Log
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Fe casts Rune: Shatter Afflictions.
Fe is not dazed anymore.
A shield forms around Fe.
Rune: Shatter Afflictions is still on cooldown for 14 turns.
Rune: Shatter Afflictions is still on cooldown for 14 turns.
Fe casts Grace of the Eternals.
Fe speeds up.
Fe uses Infusion: Movement.
Fe is moving at extreme speed!
Your shield crumbles under the damage!
The shield around Fe crumbles.
Fe's spell attains critical power!
Hymn of Perseverance hits Pologawyn the wolf for 63 darkness damage.
Bleeding from Pologawyn the wolf hits Fe for 12 physical damage.
Burning from Pologawyn the wolf hits Fe for (20 absorbed), 25 fire (26 total damage).
Pologawyn the wolf rushes out!
Pologawyn the wolf performs a melee critical strike against Fe!
Melee retaliation hits Pologawyn the wolf for 30 light, 13 darkness, 30 light, 13 darkness, 30 light, 13 darkness, 30 light, 13 darkness (177 total damage).
Tempest of Metal hits Fe for 18 physical, 34 fire (53 total damage).
Pologawyn the wolf hits Fe for 116 physical, 34 fire (151 total damage).
Fe the level 21 shalore anorithil was combusted to death by Pologawyn the wolf on level 1 of Old Forest.
A shield forms around Fe.






















































































