












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Improved Combat Text v2 Custom Edit 1.7.5This 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. 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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! 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:
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. 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 | Alchemist |
| Level / Exp | 19 / 57% |
| Size | medium |
| Lifes / Deaths | Killed by Salyyarin the lesser vampire at level 19 on the 4th Regrowth 123rd year of Ascendancy at 13:19 / 1 |
Primary Stats
| Strength | 8 (base 10) |
| Dexterity | 41 (base 35) |
| Constitution | 16 (base 13) |
| Magic | 54 (base 47) |
| Willpower | 20 (base 11) |
| Cunning | 17 (base 10) |
Resources
| Life | -143/472 |
| Mana | 0/276 |
| Healing Factor | 1.1045771506545 |
| Regeneration | 4.1421643149543 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 3 |
| See Stealth | 7 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 34 |
| Crit Chance | 15% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 9 |
| Accuracy | 23 |
| Crit Chance | 15% |
| APR | 29 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +25% |
| Nature | +12% |
| Darkness | +3% |
| Mind | +3% |
| Lightning | +6% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Acid | +15% |
| Mind | +10% |
| Arcane | +10% |
Defense: Base
| Armour (hardiness) | 27 (35.65183292883%) |
| Defense | 43 |
| Ranged Defense | 43 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 22 |
| Mental Save | 18 |
Defense: Resistances
| Nature | + 24%( 70%) |
| Acid | + 55%( 70%) |
| Lightning | + 20%( 70%) |
| Darkness | + 9%( 70%) |
| Cold | + 26%( 70%) |
| Arcane | + 5%( 70%) |
| Fire | + 50%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Knockback Resistance | 40% |
| Stun Resistance | 23% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 23 up to 6 times. Its effects scale with your Magic 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 458% 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 Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 153 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Spell / Fire alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Golemancy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Acid alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Spell / Frost alchemy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Stone alchemy | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Staff combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
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 injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | 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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | Armyregotar the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Dex +2 Con offense ------ Physical Crit +3.0% Critical power +10.00% Physical Power +9 (+5 eff.) Ignore Armor +4 defense ------ Armor +3 Fatigue +2% Unlife -40.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | 595 alchemist agate0.0 Encumbrance 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. |
| Light source | brass lantern 'Yvomitta'2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Wil offense ------ Critical power +10.00% defense ------ Defense +5 (+2 eff.) Resistance +5% arcane Unlife -20.00 life other ------- Light +5 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 'Duretorain' (11 def, 14 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Accuracy +5 (+2 eff.) defense ------ Armor +14 Defense +11 (+4 eff.) Resistance +6% fire +6% cold Physical save +3 (+2 eff.) Unlife -20.00 life A pointy cloth hat, very wizardly... |
| On hands | heroic iron gauntlets (0 def, 4 armour)1.5 Encumbrance T1 hands armor [Ego+] Master While equipped: defense ------ Armor +4 Fatigue +1% Mind save +6 (+4 eff.) Life +42.00 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. |
| Tool | Ashstoker [power 110] (15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +3% fire Ignore resists +10% arcane When Hit 2 fire defense ------ Physical save +12 (+6 eff.) Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 15 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | steel ring 'Blazetreason'0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: offense ------ Damage +10% acid Ignore resists +15% acid Accuracy +8 (+4 eff.) Ignore Armor +7 When Hit 6 fire On-Hit (Melee): * 10% chance to reduce armor by 31% defense ------ Defense +8 (+3 eff.) Resistance +20% acid Blind Resist +20% other ------- Infravision +3 See Stealth +7 See Invisibility +5 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 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 make your fingers look great! |
| On fingers | Fulamabers the Brightknight0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +5 (+3 eff.) Damage +6% lightning +6% fire +12% nature defense ------ Resistance +24% nature +9% fire Life Regen +1.00 Stun Resist +23% Rings make your fingers look great! |
| Around neck | restful copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Dex defense ------ Fatigue -5% Life Regen +2.00 Amulets make your neck look great! |
| In main hand | short ash bonestaff of might (15-18 power, 3 apr, acid element)5.0 Encumbrance T2 staff 1H weapon [Ego] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +6 (+2 eff.) Damage +15% acid other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | vined mindstar 'Yarendur' (6-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +1 Con offense ------ Mind Crit +2% Mindpower +6 (+3 eff.) On-Hit 5 mind 5 darkness Damage +3% mind +3% darkness defense ------ Crit Resistance 15.00% Life +19.00 Life Regen +0.50 other ------- Light +1 Talents +1 Attune Mindstar 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. |
| Cloak | linen cloak 'Gunohad' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex offense ------ Ignore resists +10% mind defense ------ Defense +1 (+1 eff.) Resistance +15% acid +6% fire Life +40.00 Healmod +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Huraroddalin the Obsidiansweeper (3 def, 2 armour)9.0 Encumbrance T1 light armor Reqs Str 10 [Rare] Nature While equipped: offense ------ Damage +3% fire defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +9% darkness +9% fire Life +21.00 A suit of armour made of leather. |
Inventory
copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
Rootjeer the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Con offense ------ Critical power +15.00% On-Hit (Melee): * 10% chance to slow global speed by 43% defense ------ Resistance +3% blight Spell save +10 (+5 eff.) other ------- Mana/turn +0.04 Mana-on-crit +1.00 Max stamina +14.00 Rings make your fingers look great! |
copper ring of corrosion (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% acid defense ------ Resistance +22% acid Rings make your fingers look great! |
titan's copper ring of lightning (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +10% lightning defense ------ Resistance +20% lightning Physical save +6 (+3 eff.) Rings make your fingers look great! |
Aladochik (26-42 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Random Unique] Nature/Psionic Weapon Damage 26.5 - 42.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +9 nature On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +9 Con +7 Wil offense ------ Physical Power +15 (+7 eff.) defense ------ Unlife -40.00 life Life +14.00 other ------- Max stamina +10.00 Massive two-handed swords. |
creative mossy mindstar of clarity (2-3 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Cun offense ------ Mind Crit +1% Critical power +5.00% Mindpower +2 (+1 eff.) defense ------ Mind save +3 (+2 eff.) other ------- Max psi +10.00 Talents +1 Attune Mindstar 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. |
Velumitha the Murktrencher1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+2 eff.) Ignore resists +5% nature +15% acid defense ------ Resistance +6% nature +12% acid Physical save +6 (+3 eff.) A belt that goes around your waist. |
rough leather belt of recklessness1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: offense ------ Physical Crit +3.0% Critical power +6.00% Physical Power +3 (+2 eff.) A belt that goes around your waist. |
linen cloak 'Umbraire' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Damage +3% mind defense ------ Defense +1 (+1 eff.) Resistance +9% mind +6% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of the Shaloren (1 def, 5 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +2 Wil defense ------ Armor +5 Defense +1 (+1 eff.) Resistance +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
woollen robe of frost (+18%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature While equipped: offense ------ Damage +12% cold defense ------ Resistance +9% all +18% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Elarin (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Dex +4 Con offense ------ Critical power +5.00% Ignore resists +10% mind defense ------ Armor +1 Fatigue -4% Physical save +6 (+3 eff.) other ------- Encumbrance +21 Psi when Hit +0.04 A pair of boots made of leather. |
Strikereaper (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +3 Con offense ------ Damage +3% lightning When Hit 2 light 2 lightning defense ------ Armor +3 Fatigue +2% Resistance +9% mind other ------- Light +1 Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 7 Cooldown: 30 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unrikhad the Flarevortex (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +2 Mag +4 Wil +3 Con offense ------ Mindpower +4 (+2 eff.) Damage +9% fire Ignore resists +7% physical defense ------ Armor +3 Resistance +3% acid +12% fire other ------- Infravision +2 See Invisibility +12 Blindside: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 6 Cooldown: 10 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 8 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +10 (+4 eff.) defense ------ Armor +1 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. |
Festerhunter (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +3% acid +3% nature Ignore resists +15% acid When Hit 2 nature On-Hit (Melee): * 20% chance to reduce armor by 31% defense ------ Defense +1 (+1 eff.) Resistance +3% acid +6% fire +6% cold A pointy cloth hat, very wizardly... |
Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+6 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Turugavon the hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Str +4 Dex +3 Mag +6 Wil +4 Con offense ------ Physical Power +4 (+2 eff.) Ignore resists +10% temporal defense ------ Armor +3 Fatigue +3% A cap made of leather. |
Xulaith the Viperbolt (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +9% acid +3% darkness Ignore resists +5% acid When Hit 4 nature On-Hit (Melee): * 20% chance to slow global speed by 43% defense ------ Armor +3 Fatigue +5% Resistance +6% cold other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Sleetkarma' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Str offense ------ Physical Power +5 (+3 eff.) Ignore resists +15% cold defense ------ Armor +1 Fatigue +1% Unlife -40.00 life A cap made of leather. |
8 agate0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+4 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+4 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+3 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+3 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Nerarissra (dig speed 27 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Damage +6% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce all saves and defense by 17 defense ------ Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Xanovea (dig speed 20 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex +1 Wil defense ------ Resistance +9% blight +3% fire +3% nature Crit Resistance 5.00% Life +22.00 other ------- Max stamina +16.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
18 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Bethilrana the Galeviper2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ Damage +3% lightning +6% blight Ignore resists +10% acid When Hit 12 fire defense ------ Resistance +12% blight +6% fire +9% lightning other ------- 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. |
Polotira the brass lantern2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ Spell Crit +1% Critical power +20.00% When Hit 10 fire defense ------ Resistance +6% fire other ------- 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. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 223/400 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 Encumbrance 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. |
pouch of dwarven-steel shots 'Kindlequeller' (21/21, 34-41 power, 3 apr)3.0 Encumbrance T3 shot ammo [Rare] Nature Weapon Damage 34.5 - 41.4 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 21 On-ranged-hit +10 fire On-crit, radius 2 +16 light +8 fire On Hit: * 20% chance to slow global speed by 43% * 20 arcane resource burn Shots are used with slings to pummel your foes to death. |
Belowen the elm totem of healing [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Physical Power +10 (+5 eff.) On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 21 defense ------ Resistance +2% physical Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
Flowerbright the elm totem of stinging [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Damage +9% nature other ------- Infravision +3 See Invisibility +6 Sting an enemy dealing 130 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
8 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
148 alchemist citrine0.0 Encumbrance T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. |
16 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
16 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
25 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Sarika the Shalore Alchemist level 16
9th Decay 122nd year of Ascendancy at 02:18 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Sarika the Shalore Alchemist level 10
54th Haze 122nd year of Ascendancy at 00:33 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Sarika the Shalore Alchemist level 15
71st Haze 122nd year of Ascendancy at 12:02 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Sarika the Shalore Alchemist level 19
4th Regrowth 123rd year of Ascendancy at 13:17 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Sarika the Shalore Alchemist level 9
24th Haze 122nd year of Ascendancy at 11:10 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Sarika the Shalore Alchemist level 9
49th Haze 122nd year of Ascendancy at 17:18 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Sarika the Shalore Alchemist level 18
4th Allure 123rd year of Ascendancy at 20:05 see stats
Log
You do not have enough Mana to use Channel Staff.
Sarika misses Minotaur of the Labyrinth.
Sarika hits Minotaur of the Labyrinth for 11 physical, 2 darkness, 1 mind (14 total damage).
Salyyarin the lesser vampire shoots!
Salyyarin the lesser vampire's Shoot misses Sarika.
Minotaur of the Labyrinth uses Warshout.
Sarika wanders around!
Sarika is not stunned anymore.
Talent Throw Bomb is ready to use.
Sarika misses Minotaur of the Labyrinth.
Salyyarin the lesser vampire shoots!
Sarika hits Minotaur of the Labyrinth for 24 physical, 5 darkness, 5 mind (34 total damage).
Salyyarin the lesser vampire's Shoot misses Sarika.
Minotaur of the Labyrinth uses Relentless Fury.
Salyyarin the lesser vampire shoots!
Talent Stone Touch is ready to use.
Sarika casts Throw Bomb.
Quest 'Into the darkness' status updated! (Press 'j' to see the quest log)
Personal New Achievement: That was close (Insane (Roguelike) difficulty)!
Sarika hits Minotaur of the Labyrinth for 195 cold damage.
Sarika hits Salyyarin the lesser vampire for 79 cold damage.
Sarika killed Minotaur of the Labyrinth!
Salyyarin the lesser vampire's Shoot misses Sarika.
Salyyarin the lesser vampire casts Invoke Darkness.
Salyyarin the lesser vampire hits Sarika for 81 darkness damage.
Sarika the level 19 shalore alchemist was swallowed by the void to death by Salyyarin the lesser vampire on level 2 of The Maze.
Space restabilizes around you.























































































