










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. 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:
Improved Stores 1.3.0Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. 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. Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 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 Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Ogre |
| Class | Deathknight |
| Level / Exp | 34 / 43% |
| Size | big |
| Lifes / Deaths | Killed by Ogre Death Kight Roguelik at level 34 on the 10th Flare 122nd year of Ascendancy at 14:51 / 1 |
Primary Stats
| Strength | 76 (base 60) |
| Dexterity | 10 (base 10) |
| Constitution | 31 (base 18) |
| Magic | 75 (base 60) |
| Willpower | 24 (base 10) |
| Cunning | 41 (base 10) |
Resources
| Life | 16/978 |
| Mana | 16/331 |
| Positive | 148/149 |
| Soul | 1/10 |
| Healing Factor | 1.3767164179105 |
| Regeneration | 2.9599402985075 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 4 |
| See Stealth | 7 |
| See Invisible | 6 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 146 |
| Accuracy | 13 |
| Crit Chance | 52% |
| APR | 2 |
| Speed | 0.91 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +3% |
| Physical | +15% |
| Mind | +14% |
| All | 0% |
| Darkness | +47% |
| Light | +47% |
| Temporal | +9% |
| Lightning | +12% |
| Fire | +13% |
| Nature | +21% |
Offense: Damage Penetration
| Blight | +5% |
| Physical | +12% |
| Mind | +10% |
| All | 0% |
| Darkness | +25% |
| Light | +10% |
| Temporal | +15% |
| Lightning | +30% |
| Fire | +25% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 48.451443447813 (82.5%) |
| Defense | 35 |
| Ranged Defense | 39 |
| Fatigue | 21 |
| Physical Save | 51 |
| Spell Save | 42 |
| Mental Save | 49 |
Defense: Resistances
| Acid | + 41%( 70%) |
| Arcane | + 28%( 70%) |
| Cold | + 31%( 70%) |
| All | + 24%( 70%) |
| Darkness | + 38%( 70%) |
| Light | + 60%( 70%) |
| Mind | + 46%( 70%) |
| Physical | + 25%( 70%) |
| Lightning | + 33%( 70%) |
| Fire | + 41%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Stun Resistance | 36% |
| Confusion Resistance | 56% |
| Silence Resistance | 34% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 23 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 516 damage for 4 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 454 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Spell / Squire | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Spell / Dread | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Desecration | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Spell / Necrotic might | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Spell / Soul | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dusk | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Spell / Undeath | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Reaping | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Soulforge | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Necrotic Aura |
| talent | Corpse Explosion |
| talent | Spirit Feed |
| talent | Enshroud |
| detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| beneficial effect | The target is surrounded by a magical shield, absorbing 158/158 damage before it crumbles. Damage Shield |
| beneficial effect | The target is out of phase with reality, increasing defense by 20, resist all by 20%, and reducing the duration of detrimental timed effects by 20%. Out of Phase |
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 must explore the renegade Shaloren camp. | active |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved talent Healing Light (+1 level(s)). | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 22% of the way to your next Rank. You have killed: 23 Uniques 6 Bosses 0 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed sandworm tooth. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | 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 |
Equipment
| On feet | pair of voratun boots 'Lightningglory' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +4% Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 16 mind Changes stats: +3 Cun / +4 Con Changes resistances penetration: +10% mind / +12% physical Changes damage: +9% lightning Physical save: +16 (+5 eff.) Mental save: +15 (+5 eff.) Silence immunity: +34% Confusion immunity: +34% Stun/Freeze immunity: +36% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Grinotir'Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Dex / +2 Mag / +1 Wil / +3 Cun Changes resistances: +13% darkness Changes resistances penetration: +15% temporal Changes damage: +12% light / +6% temporal Damage affinity(heal): +10% light Reduces incoming crit damage: 5.00% Light radius: +5 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 50.62 light damage within radius 3. The damage done will increase with your Spellpower. 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 | cashmere wizard hat 'Serpentsear' (2 def, 4 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +2 (+2 eff.) Armour: +4 Defense: +2 (+1 eff.) Damage when hit (Melee): 4 nature Changes stats: +4 Str / +5 Mag / +5 Wil / +6 Cun / +1 Con Changes resistances: +22% light / +1% physical / +3% nature / +10% mind Changes damage: +9% physical / +8% mind / +15% light Physical save: +15 (+5 eff.) Mental save: +23 (+8 eff.) Maximum psi: +25.00 Spellpower: +4 (+1 eff.) Mindpower: +8 (+3 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
| On hands | radiant dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +9 (+1 eff.) Armour: +2 Damage (Melee): 9 light Changes stats: +3 Str Changes resistances: +6% light Changes damage: +5% light Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Lustremalice (dig speed 15 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Fatigue: -5% Damage when hit (Melee): 8 light Changes stats: +6 Str / +4 Wil Changes resistances: +12% light Changes resistances penetration: +10% light Changes damage: +3% light / +7% fire / +6% nature / +6% mind Mental save: +6 (+2 eff.) Mental crit. chance: +6% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +20% Infravision radius: +4 See stealth: +7 See invisible: +6 Rings can have magical properties. |
| On fingers | copper ring 'Phoenixwar'Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 8 fire Changes stats: +3 Cun / +6 Mag Changes resistances: +3% fire Changes resistances penetration: +25% fire Changes damage: +12% darkness Spell save: +6 (+2 eff.) Spellpower: +6 (+1 eff.) Rings can have magical properties. |
| Around neck | Phoenixjam the copper amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Damage when hit (Melee): 20 fire Changes resistances: +12% mind / +3% fire Changes resistances penetration: +25% lightning Changes damage: +6% physical / +6% fire Confusion immunity: +22% Combat speed: +10% Amulets can have magical properties. |
| In main hand | Brenydogorn the dwarven-steel greatmaul (40.5-60.75 power, 2 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.5 - 60.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 23% chance to cause random gloom * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 19 bleeding, 65% reduced healing Damage (Melee): +32 mind When wielded/worn: Physical crit. chance: +10.0% Physical power: +12 (+2 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes stats: +8 Cun / +6 Wil Changes damage: +3% temporal Grants telepathy: Demon/Minor Demon/Major Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Massive two-handed mauls. |
| Around waist | Spidercast the rough leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Defense: +7 (+3 eff.) Damage when hit (Melee): 8 arcane Changes resistances: +5% darkness / +7% light / +5% arcane / +6% nature Changes resistances penetration: +5% nature Changes damage: +15% nature Reduced damage from: +19% Summoned Physical save: +12 (+4 eff.) A belt that goes around your waist. |
| In off hand | Hanadorogrim the dwarven-steel shield (8 def, 2 armour, 34-40.8 power, 82 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 34.0 - 40.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +82 On weapon hit: * 13% chance to corrode armour by 30% Damage (Melee): +13 acid Burst (radius 1) on hit: +8 arcane When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to disease Damage (Melee): 7 acid Effects when hit in melee: * 13% chance to corrode armour by 30% Damage when hit (Melee): 18 acid / 4 arcane Changes stats: +3 Con Changes resistances: +12% acid / +17% fire Changes resistances penetration: +5% blight Changes damage: +3% blight Talent granted: +3 Block Handheld deflection devices. |
| Cloak | Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 10 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
| Main armor | Bethulessra the Airnoon (3 def, 18 armour)Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +18 Defense: +3 (+1 eff.) Fatigue: +10% Effects on melee hit: * 15% chance to daze at end of turn * 15% chance to blind Damage when hit (Melee): 16 lightning Changes resistances: +11% acid / +9% cold / +7% mind / +12% lightning Changes resistances penetration: +5% lightning Changes damage: +12% light / +3% lightning Allows you to breathe in: water Physical save: +8 (+3 eff.) Mental save: +15 (+5 eff.) Life regen: +1.90 Maximum life: +68.00 Healing mod.: +22% A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level.wild infusion of the wizard (resist 36%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 magical effect and reduce all damage taken by 36% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.heat beam rune of the titan (253 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 252.60 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 524 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 524 damage for 6 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 438 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 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 438 damage for 3 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
This item will automatically be transmogrified when you leave the level.vision rune of the sneak (radius 9; dur 19; see humanoid) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (9 radius) and to allow you to see invisible and stealthed creatures (power 27) for 19 turns. Your mind will become more receptive for 19 turns, allowing you to sense any humanoid around. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.Arcjustice the ash vilestaff (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Fatigue: -4% Effects on melee hit: * 15% chance to daze at end of turn * 9% chance to disease Damage (Melee): 19 fire Changes stats: +4 Dex / +3 Mag / +2 Wil / +1 Con Changes damage: +15% darkness Talent granted: +1 Command Staff Critical mult.: +22.00% Mana each turn: +0.18 Vim when firing critical spell: +3.00 Maximum mana: +48.00 Maximum vim: +18.00 Spellpower: +11 (+3 eff.) Spell crit. chance: +10% Light radius: +2 See invisible: +8 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Kindlenull (41-49.2 power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 41.0 - 49.2 Uses stat: 130% Mag Damage type: Physical Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +8 temporal Burst (radius 1) on hit: +8 temporal When wielded/worn: Effects on melee hit: * 15% chance to blind Damage (Melee): 32 fire Damage when hit (Melee): 8 light Changes damage: +41% cold / +6% temporal Talent granted: +1 Command Staff Critical mult.: +33.00% Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +26 (+7 eff.) Spell crit. chance: +5% See invisible: +17 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.balanced steel greatsword (21-33.6 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 21.0 - 33.6 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+7 eff.) Defense: +9 (+4 eff.) Disarm immunity: +41% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.steel longsword of projection (15-21 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.stralite waraxe of massacre (43.5-60.9 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 43.5 - 60.9 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Isuwyn (40-56 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +16 lightning / +8 temporal / +8 light Damage against: +29% Undead When wielded/worn: Accuracy: +15 (+9 eff.) Physical power: +15 (+2 eff.) Damage when hit (Melee): 4 acid Changes stats: +6 Str / +7 Con Changes resistances: +6% temporal Changes resistances penetration: +20% acid / +15% physical Changes damage: +3% acid / +10% physical / +3% temporal Disarm immunity: +25% Stamina when hit: +0.50 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.dwarven-steel dagger 'Mayussra' (17.5-22.75 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +12 acid Burst (radius 1) on hit: +9 fire When wielded/worn: Armour penetration: +14 Physical crit. chance: +16.0% Fatigue: -4% Changes stats: +3 Dex / +2 Mag / +1 Cun / +2 Con Critical mult.: +23.00% Hate when firing a critical mind attack: +4.00 Maximum psi: +20.00 Mental crit. chance: +1% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.thought-forged stralite dagger of daylight (26.5-34.45 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 26.5 - 34.5 Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 19% chance to cause random gloom Damage (Melee): +7 light / +12 mind Damage against: +8% Undead When wielded/worn: Changes stats: +3 Cun / +4 Wil Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.elm longbow of true flight Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Accuracy: +9 (+6 eff.) Physical crit. chance: +9.0% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.cleansing reinforced leather armour (4 def, 7 armour) Requires: - Strength 18 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Changes resistances: +14% nature / +13% blight A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.impenetrable steel mail armour of Eyal (2 def, 14 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +14 Defense: +2 (+1 eff.) Fatigue: +14% Life regen: +1.00 Maximum life: +55.00 Healing mod.: +13% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.radiant steel mail armour (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 6 light Changes stats: +2 Wil Changes resistances: +16% blight / +14% darkness Light radius: +1 A suit of armour made of mail. |
Dairytomnir (6 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +9 (+6 eff.) Armour: +3 Defense: +6 (+3 eff.) Fatigue: +3% Effects when hit in melee: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Cun Grants telepathy: Dragon Demon/Major Demon/Minor Critical mult.: +15.00% Mindpower: +4 (+2 eff.) Heals friendly targets nearby when you use a nature summon: +10 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.dwarven-steel helm of constitution (+5) (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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 Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
Fear me not! (Roguelike) (Uniques)
Survived the Fearscape!By Ogre Death Kight Roguelik the Ogre Deathknight level 16
2nd Summertide 122nd year of Ascendancy at 13:26 see stats
Level 10 (Roguelike) (Uniques)
Got a character to level 10.By Ogre Death Kight Roguelik the Ogre Deathknight level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Level 20 (Roguelike) (Uniques)
Got a character to level 20.By Ogre Death Kight Roguelik the Ogre Deathknight level 20
4th Flare 122nd year of Ascendancy at 16:11 see stats
Level 30 (Roguelike) (Uniques)
Got a character to level 30.By Ogre Death Kight Roguelik the Ogre Deathknight level 30
7th Flare 122nd year of Ascendancy at 08:30 see stats
Size matters (Roguelike) (Uniques)
Did over 600 damage in one attack.By Ogre Death Kight Roguelik the Ogre Deathknight level 31
10th Flare 122nd year of Ascendancy at 06:11 see stats
The Arena (Roguelike) (Uniques)
Unlocked Arena mode.By Ogre Death Kight Roguelik the Ogre Deathknight level 13
6th Mirth 122nd year of Ascendancy at 20:15 see stats
The secret city (Roguelike) (Uniques)
Discovered the truth about mages.By Ogre Death Kight Roguelik the Ogre Deathknight level 31
8th Flare 122nd year of Ascendancy at 00:16 see stats
Treasure Hunter (Roguelike) (Uniques)
Amassed 1000 gold pieces.By Ogre Death Kight Roguelik the Ogre Deathknight level 29
7th Flare 122nd year of Ascendancy at 07:47 see stats
Log
Talent Dark Simulacrum is ready to use.
Decrepitude Disease from Velamiwe the king cobra hits Ogre Death Kight Roguelik for 0 blight damage.
Velamiwe the king cobra casts Moonlight Ray.
Velamiwe the king cobra hits Ogre Death Kight Roguelik for 0 darkness damage.
Velamiwe the king cobra casts Healing Light.
Decrepitude Disease from Velamiwe the king cobra hits Ogre Death Kight Roguelik for 0 blight damage.
Velamiwe the king cobra receives 408 healing.
Velamiwe the king cobra casts Catalepsy.
Ogre Death Kight Roguelik is free from the decrepitude disease.
Velamiwe the king cobra hits Ogre Death Kight Roguelik for 0 blight damage.
Talent Necrotic Strike is ready to use.
Talent Dark Tide is ready to use.
Talent Pale Rider is ready to use.
Talent Squire: Melee is ready to use.
Velamiwe the king cobra casts Drain.
Velamiwe the king cobra's Drain hits Ogre Death Kight Roguelik for 0 blight damage.
Velamiwe the king cobra casts Soul Rot.
Velamiwe the king cobra's spell attains critical power!
Talent Rune: Shielding is ready to use.
Velamiwe the king cobra casts Blood Spray.
Velamiwe the king cobra's spell attains critical power!
Velamiwe the king cobra hits Ogre Death Kight Roguelik for 0 blight damage.
The wraith returns to Ogre Death Kight Roguelik's body
Ogre Death Kight Roguelik's spell attains critical power!
A shield forms around Ogre Death Kight Roguelik.
Saving game...














































