











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Combat Text v2 1.5.10Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Thalore |
| Class | Writhing One |
| Level / Exp | 17 / 64% |
| Size | medium |
| Lifes / Deaths | Killed by Lisuba the sandworm destroyer at level 17 on the 23rd Haze 122nd year of Ascendancy at 07:45 / 1 |
Primary Stats
| Strength | 49 (base 41) |
| Dexterity | 16 (base 10) |
| Constitution | 16 (base 13) |
| Magic | 40 (base 36) |
| Willpower | 12 (base 10) |
| Cunning | 16 (base 10) |
Resources
| Life | -53/538 |
| Insanity | 15/100 |
| Equilibrium | 0 |
| Healing Factor | 1.0483870967742 |
| Regeneration | 0.26209677419355 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
Offense: Mainhand
| Damage | 75 |
| Accuracy | 31 |
| Crit Chance | 6% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 14 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | -24% |
| Fire | -18% |
| Darkness | -21% |
| Arcane | -24% |
| Mind | -24% |
| All | -27% |
Offense: Damage Penetration
| Mind | +20% |
| Fire | +5% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 26.551211628464 (74.117647058824%) |
| Defense | 24 |
| Ranged Defense | 29 |
| Fatigue | 31 |
| Physical Save | 21 |
| Spell Save | 18 |
| Mental Save | 9 |
Defense: Resistances
| Acid | + 8%( 70%) |
| Blight | + 13%( 70%) |
| Physical | + 5%( 70%) |
| Cold | + 7%( 70%) |
| All | 0%( 70%) |
| Darkness | + 14%( 70%) |
| Light | + 3%( 70%) |
| Fire | + 15%( 70%) |
| Lightning | + 23%( 70%) |
Defense: Immunities
| Disarm Resistance | 29% |
| Stun Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 454% 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 Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 134 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
| Demented / Horrific body | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Demented / Tentacles | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Demented / Disfigured face | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Chaos Orbs |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target has been harassed by its stalker, reducing damage by 27%. Harassed |
Quests
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and stopped the shivgoroth invasion. * You must explore the Heart of the Gloom. | 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 within3 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 | pair of iron boots 'Grinudan' (9 def, 3 armour)3.0 T1 feet armor [Rare] Arcane While equipped: Stats +3 Str dps ---------- Spell.pwr +4 (+2 eff.) Res.pen +20% mind ----- def ----- Armour +3 Defense +9 (+5 eff.) Rng.Def +9 (+4 eff.) Fatigue +2% Die.at -40.00 life ---------- misc Stam/turn +0.40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- 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 | iron helm 'Greenquake' (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Res.pen +5% nature Melee Ret 20 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +3 Fatigue +5% ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | steel torque of kinetic psionic shield 'Duvekalthorach' [power 47] (20 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +3% acid On Hit (Melee): * Slows global speed by 15% * 30% chance to corrode armour by 30% ---------- misc Talents +2 Telekinetic Blast Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 47 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 3 hate. 100% to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
| On fingers | rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Rings can have magical properties. |
| On fingers | rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Rings can have magical properties. |
| Around waist | rough leather belt of resilience1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Max.HP +31.00 A belt that goes around your waist. |
| In main hand | Nimbuswrecker (31.5-44.1 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 31.5 - 44.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +4 lightning While equipped: dps ---------- Res.pen +5% fire Melee Ret 12 fire On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +3% lightning One-handed war axes. |
| On hands | rough leather gloves 'Jetripper' (0 def, 1 armour)1.0 T1 hands armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +9% fire +3% arcane +6% darkness Melee Ret 4 darkness ----- def ----- Armour +1 Resists +6% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | radiant dwarven-steel plate armour of the dragon (5 def, 11 armour)17.0 T3 massive armor [Ego++] Nature While equipped: Stats +3 Str +1 Wil +2 Con dps ---------- Melee Ret 6 light ----- def ----- Armour +11 Defense +5 (+3 eff.) Fatigue +24% Resists +5% acid +5% physical +11% darkness +13% blight +6% fire +7% cold +8% lightning Disarm- +29% Stun/Frz- +22% Knockbk- +20% ---------- misc Light +2 Cooldown Rush -5 A suit of armour made of metal plates. |
| Cloak | Yvawe the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Defense +1 (+1 eff.) Resists +3% acid +3% light +3% fire +3% darkness +12% lightning Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets can have magical properties. |
Inventory
healing infusion (heal 50)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 instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 14%; cure mental)0.1 T1 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 cure yourself of one random mental effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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 titan (448% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 448% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+4 eff.) Apr +7 ----- def ----- Defense +9 (+5 eff.) 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 3 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 88% 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. |
titan's steel ring of frost (+24%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +12% cold ----- def ----- Resists +24% cold Phys.save +4 (+2 eff.) Rings can have magical properties. |
cruel yew vilestaff of illumination (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego] Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +3% Crit.mult +12.00% Spell.pwr +9 (+4 eff.) Dmg.mod +20% darkness On Hit (Melee): * 7% chance to blind ----- def ----- Defense +6 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 39.20 light damage. Staves designed for wielders of magic, by the greats of the art. |
Samebers the steel greatsword (23.5-37.6 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Nature Power 23.5 - 37.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +33 insidious poison While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Rng.Def +9 (+4 eff.) Crit.dmg- 10.00% Spell.save +30 (+16 eff.) Poison- +15% Confus- +10% Massive two-handed swords. |
truestriking steel greatsword of the mystic (22.5-36 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Arcane/Master Power 22.5 - 36.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Wil +2 Mag dps ---------- Spell.pwr +9 (+4 eff.) Res.pen +7% physical Acc +10 (+5 eff.) Apr +10 Massive two-handed swords. |
steel longsword (17.5-24.5 power, 3 apr)3.0 T2 longsword 1H weapon [Normal] Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
acidic dwarven-steel longsword of paradox (23-32.2 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +9 acid +5 temporal On Crit: * splashes the target with acid While equipped: dps ---------- Melee Ret 9 temporal ----- def ----- Resists +5% temporal Sharp, long, and deadly. |
flaming dwarven-steel mace of amnesia (26.5-37.1 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Arcane/Psionic Power 26.5 - 37.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% On Hit.r1 +8 fire On Hit: * 25% chance to put talents on cooldown While equipped: Blunt and deadly. |
Layykira the Splendoursmasher (5.5-6.05 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Rare] Nature Power 5.5 - 6.1 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +20 acid On Hit.r1 +12 acid While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+4 eff.) On Hit (Melee): * 30% chance to blind ----- def ----- Resists +6% acid Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +3 (+3 eff.) ---------- misc Equi/ret +0.80 Light +3 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. |
blooming vined mindstar (4.5-4.95 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature Power 4.5 - 5.0 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+4 eff.) ----- def ----- Heal.mod +10% Heal/summ +10 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. |
quiver of ash arrows of accuracy (16/16, 20.5-28.7 power, 7 apr)3.0 T2 arrow ammo [Ego] Master Power 20.5 - 28.7 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Acc +12 Apr +7 Crit +1.5% Capacity 16 Arrows are used with bows to pierce your foes to death. |
rejuvenating steel mail armour of Eyal (2 def, 6 armour)14.0 T2 heavy armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Max.HP +42.00 HP.reg +3.20 Heal.mod +12% ---------- misc Stam/turn +0.80 A suit of armour made of mail. |
steel plate armour of stability (4 def, 9 armour)17.0 T2 massive armor [Ego] Master While equipped: ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Resists +6% physical Phys.save +12 (+6 eff.) A suit of armour made of metal plates. |
pair of hardened leather boots 'Haligund' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Cun +4 Wil dps ---------- Dmg.mod +24% mind ----- def ----- Armour +3 Fatigue +3% Resists +10% cold +7% fire ---------- misc Max.hate +8.00 Telepathy Dragon A pair of boots made of leather. |
Cyrevea the Swampspire (0 def, 8 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun dps ---------- Res.pen +20% nature Melee Ret 16 nature ----- def ----- Armour +8 Fatigue +2% ---------- misc Light +3 Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Torchraze the pair of iron boots (3 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +25% fire Melee Ret 8 darkness ----- def ----- Armour +3 Defense +3 (+2 eff.) Rng.Def +3 (+1 eff.) Fatigue +2% Resists +12% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Aledil the Sparkstar (0 def, 2 armour)1.0 T3 hands armor [Rare] Disrupt While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Acc +7 (+4 eff.) Apr +5 On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +2 Resists +9% blight +6% nature +6% lightning Spell.save +9 (+5 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Cyridhewe' (0 def, 2 armour)1.0 T3 hands armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Acc +18 (+9 eff.) ----- def ----- Armour +2 Resists +24% lightning +5% arcane Spell.save +30 (+16 eff.) Disarm- +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
linen wizard hat 'Aduwyn' (1 def, 6 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +3% light +16% cold Disease- +20% Silence- +5% Confus- +5% A pointy cloth hat, very wizardly... |
stabilizing linen wizard hat of lightning (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning Phys.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Ulfyzilasin' (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +4 Str +3 Wil +9 Cun +4 Con ----- def ----- Defense +2 (+1 eff.) Mind.save +7 (+7 eff.) ---------- misc Infravis +2 See.Invis +6 A pointy cloth hat, very wizardly... |
Aerigaba (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * Slows global speed by 15% ----- def ----- Defense +1 (+1 eff.) Resists +15% cold +13% fire +6% darkness +3% light Spell.save +3 (+2 eff.) A pointy cloth hat, very wizardly... |
Dagoneg the Magmafiend (0 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: dps ---------- Res.pen +5% fire ----- def ----- Armour +3 Fatigue +5% Resists +12% light +9% blight +12% cold +5% arcane +11% darkness Spell.save +3 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (54 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 95.00 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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 (0/1)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 8/30 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. |
Areldatha the Bleaksaw [power 51] (20 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Melee Ret 4 darkness On Hit (Melee): * 15% chance to blind ----- def ----- Resists +3% light +3% darkness Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 51 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
steel torque of thermal psionic shield [power 45] (20 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 45 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
tentacled elm totem of thorny skin [power 17] (20 cooldown)2.0 T1 totem charm [Ego+] Nature While equipped: ---------- misc Talents +1 Invoke Tentacle Cooldown Invoke Tentacle +5 Harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Arimi the Thalore Writhing One level 11
27th Dusk 122nd year of Ascendancy at 02:54 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Arimi the Thalore Writhing One level 10
12nd Dusk 122nd year of Ascendancy at 07:49 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Arimi the Thalore Writhing One level 15
66th Dusk 122nd year of Ascendancy at 10:51 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Arimi the Thalore Writhing One level 11
21st Dusk 122nd year of Ascendancy at 15:33 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Arimi the Thalore Writhing One level 15
50th Dusk 122nd year of Ascendancy at 20:56 see stats
Log
Arimi misses War hound.
Arimi misses Lisuba the sandworm destroyer.
Decaying devourer resists the mind attack!
Beloganor the green ooze hits Decaying devourer for 11 mind, 28 mind (39 total damage).
Decaying devourer is not dazed anymore.
Lisuba the sandworm destroyer leeches life from Decaying devourer!
Lisuba the sandworm destroyer converts some damage to Psi!
Mechanical Arms hits Decaying devourer for 13 mind damage.
Mechanical Arms hits Decaying devourer for 13 mind damage.
Bleeding from Decaying devourer hits Lisuba the sandworm destroyer for 1 to psi, 1 physical (1 total damage).
Something hits Decaying devourer for 105 fire damage.
War hound hits Decaying devourer for 106 physical damage.
Decaying devourer tries to bite Lisuba the sandworm destroyer with razor sharp teeth!
Decaying devourer performs a melee critical strike against Lisuba the sandworm destroyer!
Lisuba the sandworm destroyer shrugs off the critical damage!
Decaying devourer revels in the spilt blood and grows stronger!
Lisuba the sandworm destroyer shrugs off the effect 'Bleeding'!
The scent of blood sends the Decaying devourers into a frenzy!
Decaying devourer tries to bite Lisuba the sandworm destroyer with razor sharp teeth!
The scent of blood sends the Decaying devourers into a frenzy!
Decaying devourer tries to bite Ritch flamespitter with razor sharp teeth!
The scent of blood sends the Decaying devourers into a frenzy!
Lisuba the sandworm destroyer converts some damage to Psi!
War hound killed Decaying devourer!
Decaying devourer hits Lisuba the sandworm destroyer for 14 to psi, 13 physical (28 total damage).
Decaying devourer hits Something for 36 physical damage.
Decaying devourer hits Lisuba the sandworm destroyer for 6 to psi, 6 physical (12 total damage).
Lisuba the sandworm destroyer uses Mind Sear.
Arimi is not dazed anymore.
Saving game...






















































































