










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. 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. Improved line-wrapping logic thanks to Joerle! 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.
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Quick Transmo Chest Management 1.6.7Adds a new key bind to transmogrify things faster. Currently, hitting the key on an item in the transmog chest puts it into your normal inventory, while hitting the key on an item in your normal inventory immediately transmogs it with no confirmation. The key bind only works if you have a transmog chest and only if the selected item is transmog-able. I got annoyed at how slow transmog is and made this. I'll probably make its behavior configurable in a future update. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 16 / 11% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 18 (base 15) |
| Dexterity | 13 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 48 (base 43) |
| Willpower | 11 (base 10) |
| Cunning | 34 (base 29) |
Resources
| Life | 420/552 |
| Mana | 195/195 |
| Positive | 29/45 |
| Healing Factor | 1.1100003099961 |
| Regeneration | 6.9375019374759 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
Offense: Mainhand
| Damage | 21 |
| Accuracy | 27 |
| Crit Chance | 12% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +32% |
| Temporal | +3% |
| Physical | +3% |
| Arcane | +3% |
| All | 0% |
| Nature | +23% |
Offense: Damage Penetration
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 26 (45%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 8 |
| Physical Save | 32 |
| Spell Save | 26 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 5%( 70%) |
| All | 0%( 70%) |
| Lightning | + 3%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 9%( 70%) |
| Physical | + 23%( 70%) |
| Darkness | + 3%( 70%) |
| Fire | + 26%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Stun Resistance | 40% |
| Pinning Resistance | 20% |
| Knockback Resistance | 20% |
| Disarm Resistance | 42% |
| Instadeath Resistance | 100% |
| Blind Resistance | 67% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 32 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. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 73 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. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 706% 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 Willpower stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Second Life |
| talent | Chant of Fortress |
| talent | Weapon of Light |
| beneficial effect | The target is surrounded by a magical shield, absorbing 98/360 damage before it crumbles. Damage Shield |
| detrimental effect | Huge cut that bleeds, doing 34.00 physical damage per turn. Bleeding |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by bandit. Escort: lost warrior (level 1 of Ruins of Kor'Pul) | failed |
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. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
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 |
Equipment
| On feet | Liseritira the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +3% arcane defense ------ Armor +3 Fatigue +2% Resistance +3% temporal +5% arcane +6% light Life Regen +2.00 Healmod +11% Stun Resist +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Eilineta2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Resistance +6% temporal +5% arcane +3% darkness Spell save +12 (+6 eff.) Unlife -20.00 life Life +43.00 Stun Resist +10% 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. |
| On head | linen wizard hat 'Porudakira' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +5 Cun offense ------ Mind Crit +3% Mindpower +10 (+5 eff.) Damage +10% nature On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 19 defense ------ Defense +1 (+0 eff.) Resistance +15% nature A pointy cloth hat, very wizardly... |
| Tool | iron torque of mindblast 'Arura' [power 100] (4/15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Wil offense ------ Mind Crit +1% Physical Power +10 (+5 eff.) other ------- Hate-on-crit +1.00 Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Smearglory0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Mindpower +15 (+7 eff.) Damage +10% light +3% temporal When Hit 2 temporal On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Resistance +20% light Mind save +3 (+1 eff.) other ------- EQ when Hit +0.08 Rings make your fingers look great! |
| On fingers | copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +21.00 Disarm Resist +22% Pinning Resist +20% Knockbk Resist +20% Rings make your fingers look great! |
| Around waist | Bolthunt the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: defense ------ Armor +2 Defense +5 (+2 eff.) Resistance +3% lightning +6% fire +5% cold Life +60.00 Disease Resist +10% Disarm Resist +20% A belt that goes around your waist. |
| In main hand | elm starstaff 'Strikewreck' (10-12 power, 2 apr, light element)5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+2 eff.) Damage +16% light +9% nature Ignore resists +10% lightning defense ------ Defense +6 (+3 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 108.20 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Dagoromitar the Blindroar (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 nature Damage +4% nature defense ------ Armor +1 Resistance +9% acid +6% fire +5% nature Unlife -60.00 life Life Regen +4.00 other ------- Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Ulfulasagorn the Radiancegash (3 def, 8 armour)9.0 Encumbrance T1 light armor [Rare] Nature While equipped: Stats +3 Str offense ------ On-Hit 6 fire On-Ranged-Hit 6 fire Damage +6% light Ignore Armor +3 defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +6% Resistance +11% fire +9% light +11% physical other ------- Light +1 A suit of armour made of leather. |
| Cloak | linen cloak 'Emavea' (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +3% physical When Hit 2 mind defense ------ Defense +7 (+3 eff.) Physical save +6 (+3 eff.) Life +80.00 Disease Resist +10% 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 'Zerorath'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex defense ------ Resistance +3% nature +3% fire Mind save +6 (+3 eff.) Stun Resist +10% Amulets make your neck look great! |
Inventory
Belura the Frosthue0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% lightning +6% cold defense ------ Resistance +22% lightning +3% cold Healmod +10% Rings make your fingers look great! |
Ce'Nodalle the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Str offense ------ Mind Crit +1% Critical power +10.00% Mindpower +5 (+2 eff.) Damage +9% mind Ignore resists +5% mind defense ------ Armor +6 other ------- EQ when Hit +0.04 Rings make your fingers look great! |
Seartyphoon0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +2 Str +2 Wil +2 Cun offense ------ Damage +23% fire defense ------ Resistance +3% lightning +22% fire Crit Resistance 5.00% Rings make your fingers look great! |
elm magestaff 'Unlightwild' (10-12 power, 2 apr, cold element)5.0 Encumbrance T1 staff 1H weapon [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +1 Str offense ------ Spell Crit +1% Spellpower +3 (+2 eff.) Damage +9% darkness +10% cold defense ------ Resistance +3% temporal other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Eclipse (18-22 power, 4 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane Weapon Damage 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +12 (+6 eff.) Damage +15% darkness +15% physical +15% light +15% temporal other ------- Positive/turn +0.10 Negative/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Neruyavena the steel battleaxe (22-33 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Random Unique] Arcane/Master Weapon Damage 22.0 - 33.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +14 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 61 damage On Critical: * Wound the target dealing 89 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +1 Wil +1 Mag offense ------ Physical Crit +10.0% Physical Power +10 (+5 eff.) other ------- Mana-on-crit +2.00 Massive two-handed battleaxes. |
iron greatmaul 'Icewolf' (20-29 power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Arcane Weapon Damage 19.5 - 29.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +13 cold While equipped: offense ------ Physical Power +20 (+10 eff.) Damage +3% cold defense ------ Armor +2 Resistance +9% cold Massive two-handed mauls. |
plaguebringer's iron greatmaul (16-24 power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Ego+] Arcane Weapon Damage 16.0 - 24.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +10 blight On Hit: 20% Epidemic level 1 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 19 While equipped: defense ------ Disease Resist +15% Massive two-handed mauls. |
balanced iron greatsword of phasing (14-23 power, 11 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego] Arcane/Master Weapon Damage 14.5 - 23.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +11 Critical Rate +2.5% Attack Speed 100% Ignore Shields +16% While equipped: offense ------ Accuracy +9 (+5 eff.) defense ------ Defense +9 (+4 eff.) Disarm Resist +29% Massive two-handed swords. |
balanced steel greatsword (25-40 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Master Weapon Damage 25.0 - 40.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Accuracy +7 (+4 eff.) defense ------ Defense +10 (+5 eff.) Disarm Resist +38% Massive two-handed swords. |
Xeryba the Stormtouch (10-13 power, 11 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Arcane Weapon Damage 10.0 - 13.0 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +4.0% Attack Speed 100% Ignore Shields +11% On-crit, radius 2 +4 lightning While equipped: offense ------ Mind Crit +1% Damage +9% mind Ignore resists +5% lightning defense ------ Mind save +12 (+6 eff.) other ------- Max psi +20.00 Sharp, short and deadly. |
enhanced iron dagger (10-14 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego+] Nature Weapon Damage 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: Stats +4 Str +4 Dex +3 Mag +4 Wil +4 Cun +4 Con Sharp, short and deadly. |
flaming iron dagger of daylight (9-12 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Arcane Weapon Damage 9.0 - 11.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +5 light Damage Against +6% Undead On-Hit, radius 1 +6 fire Sharp, short and deadly. |
plaguebringer's steel dagger of phasing (12-16 power, 12 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego+] Arcane Weapon Damage 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +5.0% Attack Speed 100% Ignore Shields +10% On-hit +5 blight On Hit: 20% Epidemic level 2 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 19 While equipped: defense ------ Disease Resist +12% Sharp, short and deadly. |
mossy mindstar of resolve (2-2 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 2.0 - 2.2 Nature 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 +3 Wil offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) defense ------ Spell save +3 (+1 eff.) other ------- 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. |
Surefire4.0 Encumbrance T1 longbow 2H weapon Reqs Dex 18 Shoot [Unique] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 105% Range +9 While equipped: Stats +3 Dex offense ------ Physical Crit +5.0% Damage +5% physical Accuracy +12 (+6 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
steady elm longbow of lightning4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-ranged-hit +9 lightning While equipped: offense ------ Physical Crit +3.0% Damage +12% lightning Accuracy +9 (+5 eff.) Longbows are used to shoot arrows at your foes. |
quiver of elm arrows of vileness (11/16, 15-21 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Ego] Arcane Weapon Damage 15.0 - 21.0 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 16 On-ranged-hit +8 blight On Hit: * 11% chance to reduce strength, dexterity, and constitution by 19 Arrows are used with bows to pierce your foes to death. |
psychokinetic quiver of ash arrows (16/18, 18-25 power, 7 apr)3.0 Encumbrance T2 arrow ammo Reqs Dex 16 [Ego+] Psionic Weapon Damage 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 18 On-ranged-hit +12 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 132 physical damage Arrows are used with bows to pierce your foes to death. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Robes of Deflection (0 def, 7 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag offense ------ Spellpower +5 (+3 eff.) defense ------ Armor +7 Hardiness +30% Resistance +7% all On Spell Hit: 4% Evasion level 1 This set of robes seems to shine with metallic colors. |
prismatic cured leather armour of fire resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +15% fire +11% light +12% darkness A suit of armour made of leather. |
prismatic cured leather armour of spell shielding (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Arcane While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +5% arcane +10% light +11% darkness Spell save +10 (+5 eff.) A suit of armour made of leather. |
rejuvenating cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Nature While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Life Regen +2.00 other ------- Stamina/turn +0.50 A suit of armour made of leather. |
troll-hide cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Life +36.00 Life Regen +4.00 Healmod +12% A suit of armour made of leather. |
Gorelady (2 def, 11 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Random Unique] Nature/Disrupt/Master While equipped: offense ------ Damage +12% nature +3% lightning On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Armor +11 Defense +2 (+1 eff.) Fatigue +7% Resistance +7% acid +5% cold +11% nature +12% blight Physical save +7 (+4 eff.) other ------- Breathe water A suit of armour made of mail. |
cleansing iron plate armour (0 def, 7 armour)17.0 Encumbrance T1 massive armor Reqs - Massive armour training ,Str 22 [Ego] Disrupt While equipped: defense ------ Armor +7 Fatigue +22% Resistance +11% nature +10% blight A suit of armour made of metal plates. |
Frozenstrider1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Str +2 Dex +1 Cun offense ------ On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Resistance +3% nature +6% cold Life Regen +0.90 Healmod +13% A belt that goes around your waist. |
nightruned rough leather belt of carrying1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: defense ------ Fatigue -4% Resistance +5% light +6% darkness other ------- Encumbrance +20 A belt that goes around your waist. |
linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Normal] While equipped: defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of battle (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: offense ------ Physical Crit +1.0% Physical Power +2 (+1 eff.) defense ------ Defense +1 (+0 eff.) Fatigue -2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of protection (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane While equipped: defense ------ Defense +1 (+0 eff.) Spell save +5 (+2 eff.) Mind save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 other ------- Stamina/turn +0.40 Max stamina +10.00 A pair of boots made of leather. |
Ragorab the Growthparry (0 def, 7 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Cun +1 Mag defense ------ Armor +7 Fatigue +2% Resistance +5% acid +6% fire +6% cold +6% nature +6% lightning other ------- Infravision +1 See Invisibility +9 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% 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. |
steady iron gauntlets of strength (+2) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str offense ------ Physical Power +5 (+2 eff.) Accuracy +5 (+3 eff.) defense ------ Armor +1 Fatigue +1% Physical save +5 (+3 eff.) Mind save +5 (+2 eff.) Disarm Resist +24% 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. |
Xeruyatha the Tempesttooth (5 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Str offense ------ Physical Crit +2.0% Physical Power +15 (+7 eff.) Damage +3% lightning defense ------ Armor +1 Defense +5 (+2 eff.) Fatigue +1% Resistance +6% lightning +6% cold other ------- Breathe water A cap made of leather. |
2 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
65 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. |
Cuthigorn2.0 Encumbrance T1 lite [Rare] Master While equipped: defense ------ Resistance +3% mind +6% light other ------- Light +6 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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(52 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Lightedge the iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +4 Str offense ------ Damage +3% cold Ignore resists +10% light Ignore Armor +3 defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 9 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 111.71 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 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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 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. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Solaire the Cornac Sun Paladin level 10
5th Mirth 122nd year of Ascendancy at 09:11 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Solaire the Cornac Sun Paladin level 4
78th Pyre 122nd year of Ascendancy at 10:04 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Solaire the Cornac Sun Paladin level 11
1st Flare 122nd year of Ascendancy at 17:01 see stats
Log
Polugaba the elven guard uses Feint.
Solaire is pinned to the ground.
Solaire is dazed!
Polugaba the elven guard burns with light!
Solaire receives 62 healing from Solaire's Judgement.
Solaire's Judgement hits Polugaba the elven guard for 57 light damage.
Solaire is not dazed anymore.
Talent Command Staff is ready to use.
Bleeding from Polugaba the elven guard hits Solaire for (17 absorbed), 0 physical (0 total damage).
Solaire casts Rune: Shatter Afflictions.
Solaire is no longer pinned.
Solaire seems more focused.
Polugaba the elven guard is recovering from the damage!
Solaire hits Polugaba the elven guard for 61 light, 117 light (178 total damage).
Polugaba the elven guard uses Medic Turret.
Bleeding from Polugaba the elven guard hits Solaire for (17 absorbed), 0 physical (0 total damage).
Solaire casts Wave of Power.
Solaire hits Polugaba the elven guard for 26 physical, 33 light, 8 nature, 3 fire (70 total damage).
Melee retaliation hits Medic turret for 2 mind, 2 temporal, 15 light (20 total damage).
Medic turret hits Solaire for (4 absorbed), 0 physical (0 total damage).
Polugaba the elven guard receives 28 healing from Medic turret.
Medic turret receives 25 healing.
Polugaba the elven guard shoots!
Polugaba the elven guard's Shoot performs a ranged critical strike against Solaire!
Polugaba the elven guard's Shoot hits Solaire for (50 absorbed), 0 physical (0 total damage).
Bleeding from Polugaba the elven guard hits Solaire for (17 absorbed), 0 physical (0 total damage).
Rune: Shatter Afflictions is still on cooldown for 13 turns.
























































































